The book provides an in-depth and comprehensive knowledge review of the use of virtual reality in the education industry and businesses.
Table of ContentsPreface
Part 1: Modern Technology in Education: Opportunities, Application and Challenges
1. A Novel Adaptive Framework for Immersive Learning Using VR in EducationSudharson D., Reena Malik, Rithish Ramamoorthy Sathya, Vaishali V., Balavedhaa S. and Gautham S.
1.1 Introduction
1.2 The Two Perceptive Elements
1.2.1 Interactivity
1.2.2 Immersivity
1.3 Immersive Tools and Technologies
1.3.1 Head-Mounted Displays (HMDs)
1.3.2 Analog Sticks
1.3.3 Haptic Feedback
1.3.4 Gesture Control
1.3.5 Spatial Sound
1.4 The Methodology
1.4.1 Collaborative Interaction in VR
1.4.2 Interaction Through Gesture Technology
1.4.2.1 Spatiotemporal Status
1.4.2.2 Gesture Semantics
1.5 Interaction Through Voice Assistant
1.6 Improved Distraction Tracking
1.7 Discussions
1.8 Market Analysis
1.9 Result
1.10 Conclusion
References
2. When Technology Meets Tradition: Rediscovering Tribes Through Virtual RealityDebanjana Nag
2.1 Introduction
2.2 Concept of Communication and Virtual Reality as a Tool of Communication
2.3 The Tribes and the Concept of ‘Modern’ Society
2.4 Status of Women in Tribal Societies
2.5 Socio-Political Systems of Tribal Societies
2.6 Conditions of Education, Health and Hygiene
2.7 Application of Virtual Reality as a Learning Pedagogy to Understand Tribal Aspects
2.8 Problems in the Implementation of VR Among the Tribes
2.9 Utilization of Virtual Reality to Connect Tribes with the Mainstream
2.10 Epilogue
References
3. Post-Pandemic Approaches Through Various Advanced Toolkits for Online Teaching and Learning ConfidenceKarthikeyan Kandasamy, Prakash Maran Jeganathan and Shalini Surajmani
3.1 Introduction
3.2 The Impact of Technology on Learning
3.2.1 Environmental Issues
3.2.2 Economic Issues
3.2.3 Social Issues
3.3 MAXHUB UC BM35 Bluetooth Teleconference Speakerphone
3.4 4K Ultra HD
3.4.1 Immersive Engagement and Effective Learning
3.4.2 Massive Collaboration Possibilities
3.4.3 Appearance of UHD in QoE Studies
3.5 BenQ EdTech
3.5.1 Multidimensional Learning Technology Offers Great Solutions for Modern Classrooms
3.6 Conclusion
References
4. Expanding Teaching Possibilities: Applications of Technological Products in EducationJyoti Verma and Gagandeep
4.1 Introduction
4.1.1 Virtual Reality (VR) Technology in Education
4.1.2 Artificial Intelligence (AI) and Machine Learning (ML)
4.1.3 Cloud-Based Solutions
4.1.4 Learning Management Systems (LMS)
4.1.5 Educational Software
4.1.6 Mobile Learning
4.1.7 Widespread Access to the Internet
4.1.8 Online Assessments
4.1.9 Social Media in Educational Institutions
4.1.10 Use of Biometrics
4.2 Benefits of Technology in the Education Sector
4.3 Applications of Technological Products in Education
4.4 PESTLE Analysis of Technological Products in the Education Sector
4.4.1 Political
4.4.2 Economic
4.4.3 Sociocultural
4.4.4 Technological
4.4.5 Legal
4.4.6 Environmental
4.5 Successive Growth of Technological Products in India
4.6 Conclusion
References
5. Evolutionary Advantages of Virtual Reality in EducationRicha Kapoor Mehra
5.1 Introduction
5.2 Differences Between Real and Virtual Space
5.2.1 Experience
5.2.1.1 Psychological Aspect
5.2.1.2 Physical Immersion (Immersion of the Senses)
5.2.2 Empower
5.2.3 Engagement
5.2.4 Empathy
5.2.5 Embodiment
5.3 Use of Virtual Reality: A Matter of Concern
5.4 Conclusion
References
6. Exploring Possibilities and Apprehensions About Application of Artificial Intelligence in Higher EducationSiddharth Shimpi
6.1 Introduction
6.2 The Current State of AI in Higher Education
6.3 Advantages of AI in Higher Education
6.4 Potential Risks of AI in Higher Education
6.5 Ethical Considerations in AI in Higher Education
6.6 Future of AI in Higher Education
6.7 Case Studies
6.8 Best Practices
6.9 Conclusion
References
7. Impact of Virtual Reality on Immersive EducationManju Rani
7.1 Introduction
7.2 Techniques Used in Immersive Learning
7.3 Advantages of Immersive Learning
7.4 Disadvantages of Immersive Learning
7.5 Virtual Reality
7.5.1 History of VR
7.5.2 Features of VR
7.6 Processing of VR
7.6.1 Requirement of Equipment for VR
7.7 Types of Virtual Reality
7.8 Developing Content for VR
7.9 Creating a Virtual Reality Environment
7.10 VR in Education
7.11 E-Learning and VR
7.12 The Usefulness of VR Technology in the Field of Education
7.12.1 VR in Science
7.12.2 VR in History
7.12.3 VR in Engineering
7.12.4 VR in Tourism
7.12.5 VR in Geography Teaching
7.12.6 VR in English Teaching
7.12.7 VR in Healthcare
7.13 VR in Teacher Training and Pedagogy
7.14 Creating an Immersive VR Environment with MaxWhere
7.15 Applications or Software for Using VR Technology in the Field of Education
7.16 Growth of VR Technology in Education
7.17 Obstacles in Using VR Technology
7.18 Interpretation of Results
References
Part 2: Reimaging Education with Metaverse
8. The Metaverse in Education: An Upcoming Future TrendPriya Jindal and Ansh Jindal
8.1 Introduction
8.2 XR in Metaverse
8.3 Categories of Extended Reality (XR)
8.3.1 Augmented Reality
8.3.2 Mixed Reality
8.3.3 Virtual Reality
8.4 XR and Learning
8.4.1 Learning in Virtual World
8.4.2 Immersive Classrooms and Student Participation
8.4.3 Virtual Reality Labs
8.4.4 Vocational Education
8.5 Approaches of Learning in Metaverse
8.6 Comparison of Classes in Person, Virtual Classes, and in the Metaverse
8.7 Challenges of Metaverse in Education
8.8 Trends Supporting Metaverse in Education
8.9 Conclusion
References
9. Role of Virtual Reality in Education: Its Scope, Reach and Effect on Student BehaviorShweta Kapoor and Gitanjali Kalia
9.1 Introduction
9.2 Types of Virtual Reality
9.3 Various Types of Augmented Reality
9.4 Virtual and Augmented Reality
9.5 Application of Virtual Reality
9.6 Implementation of VR in Education Sector
9.7 Effects of Virtual Reality on Student Behavior
9.8 Positive Effect of Virtual Reality on Students
9.9 Negative Effect of Virtual Reality on Students
9.10 Challenges Faced when Implementing VR in Education Sector
9.11 Conclusion
9.12 Forming New Perspectives
References
10. Virtual Reality in Education: Benefits, Applications and ChallengesRajni Bala and Prachi Gupta
10.1 Introduction
10.2 Industry Key Players in VR in Education
10.2.1 Meta Kalvi Program in India
10.3 VR Market Segmentation in the Education Sector
10.4 Application of VR in Education
10.4.1 Increased Student Involvement
10.4.2 Learning Based on Experience
10.4.3 Virtual Field Trips
10.4.4 High-Tech Training
10.5 Distance Learning
10.6 Advantages of VR in the Classroom
10.7 Disadvantages of VR in the Classroom
10.8 How VR Will Improve Education
10.9 Challenges of Implementing VR in Education
10.10 How to Maximize the Benefits of VR in Education
References
11. Exploring the Landscape of Virtual Reality in Education: A Bibliometric and Thematic AnalysisNatashaa Kaul and Chanakya Kumar
11.1 Introduction
11.2 Literature Review
11.3 Methodology
11.4 Findings and Results
11.5 Methodology and Research Perspectives
11.6 Temporal Analysis Using Word Clouds
11.7 Future Research
11.8 Conclusion
11.9 Implications for Research and Practice
11.10 Limitations of the Study
References
12. VR in Vocational Educational and Training: Conceptual Framework and Adoption RoadmapKumar Shalender, Babita Singla and Sandhir Sharma
12.1 Introduction
12.2 Benefits of VR in Training
12.2.1 Experiential Learning
12.2.2 Digital Training
12.2.3 Boosting Learners’ Engagement
12.2.4 Virtual Trips
12.2.5 High-Technology Training
12.3 VR Adoption Framework
12.4 Conclusion and Discussion
References
13. Virtual Reality in Education — A Blessing or Curse?Priya Jindal, Ansh Jindal and Radhika Gambhir
13.1 Introduction
13.2 Virtual Reality
13.3 VR in Education
13.4 Conclusion
References
14. Virtual Reality: A Mechanism for Modern EducationDeepali Bhatnagar and Adity Boruah
14.1 Introduction
14.2 What Makes Learning Deep Rooted?
14.3 Definition of Virtual Reality
14.3.1 How Virtual Reality Facilitates Deeper Learning?
14.4 Virtual Reality as an Instructive Tool
14.5 Educator and Student Acceptance of VR Use in Education
14.6 Statistics of the Usage of Virtual Reality in the Education Sector
14.7 Enablers for Teaching with Technology
14.8 Virtual Reality in Modern Education: Benefits
14.9 Areas of VR Application in Education
14.10 Constraints and Challenges in the Path of VR Learning
14.11 The Road Ahead
14.12 Conclusion
References
15. Application of VR Technology in the Educational Sector — Opportunities and ChallengesSushmitha Abhishek Rao, Bonnie Rajesh and Rajesh Raut
15.1 An Introduction to Virtual Reality
15.2 Literature Review
15.3 Important Elements of Virtual Reality (VR)
15.4 Features of VR
15.4.1 Immersion
15.4.2 Interaction
15.4.3 Imagination
15.5 Opportunities of Virtual Reality in Education
15.5.1 Enhancing Student Engagement
15.5.2 Boosting Knowledge Retention and Creativity
15.5.3 Improving Student Learning Outcomes
15.5.4 Developing Collaboration and Social Skills
15.5.5 Building Empathy
15.5.6 Supporting SEND Learning
15.5.7 Experience-Based Learning
15.5.8 Virtual Field Trip
15.5.9 Group Learning
15.5.10 Enhanced Access
15.5.11 Encourages Imagination and Curiosity
15.5.12 Eliminates Language Barriers
15.5.13 Utilizing Virtual Reality Through Education and in Training Simulators
15.5.14 Virtual College Tours
15.5.15 Game-Based Education Learning
15.6 Challenges of Virtual Reality in Education
15.7 Conclusion
References
16. Is Virtual Reality Really the Future of Learning?Rajneesh Ahlawat, Renu Tanwar and Preeti Ahlawat
16.1 Introduction
16.2 Virtual Reality History
16.3 Virtual Reality Learning
16.4 Benefits of Using Virtual Reality in Education
16.5 Disadvantages of Learning through Virtual Reality
16.6 Virtual Reality Applications
16.7 Types of Virtual Reality
16.8 Virtual Reality: Statistics
16.9 Education with Virtual Reality
16.10 Virtual Reality Used in Schools
16.11 Virtual Reality’s Impact on Modern Education
16.12 Virtual Reality Examples
16.13 Classroom VR Implementation
16.14 Secondary Schooling Using VR
16.15 VR for Students who Struggle with Studying
16.16 Difficulties in VR Education
16.17 Future of VR in Education
16.18 Conclusion
References
17. Application of Virtual Reality for EducationRamkrishna Dikkatwar, Nilesh Kate, Saradhi Kumar Gonela and Prashant Chaudhary
17.1 Introduction and Background of the Study
17.2 Literature Review
17.2.1 Status of VR in Emerging Countries
17.2.2 What is a Bibliometric Review
17.2.3 Studies in Bibliometric Review on VR
17.2.4 Research Questions
17.3 Methodology
17.3.1 Literature Search Criteria and Identification of Sources
17.4 Literature Section
17.4.1 Scanning
17.4.2 Curating
17.5 Bibliometric Analysis and Discussion
17.5.1 VR in Education Publications Trends
17.5.2 Most Cited Authors in VR in Education in Emerging Countries
17.5.3 Collaboration Amongst Top Authors
17.5.4 Top Countries Contribution
17.5.5 Country Collaborations for Research
17.5.6 Top Organizations Contributing
17.5.7 Keyword Co-Occurrence
17.5.8 Corresponding Author’s Countries
17.5.9 Most Cited Journals
17.5.10 Co-Citation Network
17.5.11 Thematic Map
17.6 Conclusion and Future Scope
References
18. Metaverse: A New Avatar-Based Technology for Diverse Educational ExperiencesPooja Darda, Shailesh Pandey, Om Jee Gupta, Susheel Yadav and Reena Malik
18.1 Introduction
18.2 Literature Review
18.3 Research Methodology
18.4 Proposed Framework for Metaverse Applications in Education
18.5 Limitations
18.6 Future Scope
18.7 Implications
18.8 Conclusion
References
19. Up-Skilling in Fashion RetailPrashant Chaudhary, Neelam Raut, Harshali Patil and Nilesh Kate
19.1 Introduction
19.2 Literature Review
19.3 Findings and Conclusion
19.4 Practical Implications and Discussion
19.5 Scope for Future Studies
References
20. Metaverse: Reimagining the Future of Teaching-LearningMihir Vaidya and Meenal Pendse
20.1 Introduction
20.2 Using Metaverse and Its Tools in Education
20.2.1 Technological Tools Used in Education
20.3 Advantages, Disadvantages, Challenges and Remedies to Challenges
20.3.1 Advantages
20.3.2 Disadvantages
20.3.3 Challenges
20.3.4 Remedies to Challenges
20.4 Organizations Working on Integrating Technology with Education
20.5 Conclusion
References
21. Proposed Framework to Map Virtual Reality with Ancient Indian Education System to Increase Neuroplasticity for Autistic Spectrum Disorder ChildrenNoor-A-Nabi Khan, Naheeda Tharannum B., Khondekar Lutful Hassan and Habiba Hussain
21.1 Introduction to Autism Spectrum Disorder
21.1.1 Introduction to Virtual Reality
21.1.2 Introduction to Ancient Indian Education System
21.1.3 Introduction to Neuroplasticity
21.2 Studies on Autism Spectrum Disorder
21.3 Studies on Virtual Reality
21.4 Studies on Ancient Indian Education System
21.5 Studies on Neuroplasticity
21.6 Brain: Normal and Autistic Children
21.7 Research Area Explored and Unexplored
21.8 Proposed Problem Statement
21.9 Aim and Objectives
21.10 Ancient Indian Education System: Holistic Development
21.11 Holistic Development: From Autism to Being Normal
21.12 Virtual Reality and Autism Spectrum Disorder
21.13 Implementation of Virtual Reality: Education
21.14 Mapping Virtual Reality and Ancient Indian Education System
21.15 How Virtual Reality Helps Autism
21.16 Algorithm for Virtual Reality in Autism
21.17 Pseudocode for Virtual Reality in Autism
21.18 Proposed Neuroplasticity-Enabled VR Ancient Indian Education
21.19 Implementation of Neuroplasticity in VR
21.20 Computer Programming on VR with Ancient Indian Education
21.21 Computer Programming on Neuroplasticity Development
21.22 Conclusions
21.23 Future Scope
References
22. Virtual Reality in Education: Analyzing the Literature and Bibliometric State of KnowledgeManpreet Arora
22.1 Introduction
22.2 Research Questions
22.3 Methodology
22.4 State of Knowledge Published on the Term “Virtual Reality in Education” in SCOPUS Database
22.5 Main Research Themes Covered in the Top Articles
22.6 What Literature (available in SCOPUS) States about the Concept of VR in Education
22.7 Conclusion
References
IndexBack to Top