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Professional Diploma in
Introduction to Technology
Immersive Technologies:
Augmented Reality
and Virtual Reality
Lesson 3: Summary Notes
Contents
3 Lesson outcomes
Immersive technologies
7 References
Lesson outcomes
You will learn about immersive technologies in this lesson, an overview
of immersive technologies, immersion and suspension of disbelief,
trends in immersive technologies and hardware and software. You will
also learn how to distinguish between augmented reality (AR) and virtual
reality (VR), what each of these are, the various misconceptions around
them and how to choose between these two solutions. We will also look
at examples of immersive technologies in practice within business and
education.
Immersive technologies
Overview of Immersive Technologies
• Non-immersive
• Fully immersive
• By 2025 AR, MR, and MR will be as ubiquitous as mobile devices. (BidOn Studio)
• The U.S. dominated the global industry by accounting for about 50% of the overall share in 2014. (Market
Watch, 2020)
• The global VR market is expected to grow from USD 5.34 Billion in 2017 to USD 56.25 Billion by 2025. (Globe
Newswire, 2020)
• Headsets get smaller, more mobile and more powerful
• 5G opens new possibilities for VR and AR. (Marr, 2020)
NOTES
With VR, a user is completely shut out from the rest of the world while being surrounded by content through a head
mounted display. (HMD)
AR is a different type of immersive technology where digital images are presented on top of the real world. This
means that users who leverage AR aren’t completely shut off from the world. (Covarrubias)
Misconceptions of AR and VR
The real-life simulations and immersive user experiences have led to the widespread adoption of virtual reality in
the gaming and entertainment industry. (Kaushik)
• Movies
• Gaming
• Sports
AR and VR in business
With AR and VR, businesses can create valuable experiences for both internal and external stakeholders in
a risk free and cost effective way.
• E-Commerce
• Data visualisation
• Engineering
VR in education
Virtual reality can be used to enhance student learning and engagement. VR education can transform the
way educational content is delivered.
VR in education – benefits
NOTES
References
• BidOn Studio (no date) Predictions and trends of immersive technologies in 2019-2025. Available at: https://www.
bidon-gs.com/predictions-trends-of-immersive-technologies-in-2019-2025
• Boas, Y. (2013) ‘Overview of Virtual Reality Technologies’, Mms.Ecs.Soton.Ac.Uk. Available at: http://mms.ecs.soton.
ac.uk/2013/papers/yavb1g12_25879847_finalpaper.pdf.
• Covarrubias, C. (no date) Immersive Technology: What is it and How can we Use it Today? Available at: https://advrtas.
com/immersive-technology/
• Dede, C. (2009) ‘Immersive interfaces for engagement and learning.’, Science (New York, N.Y.), 323(5910), pp. 66–69.
doi: 10.1126/science.1167311.
• Globe Newswire (2020) Global VR Market is Expected to Reach USD 56.25 Billion by 2025 : Fior Markets. Available at:
https://www.globenewswire.com/news-release/2020/02/25/1989760/0/en/Global-VR-Market-is-Expected-to-Reach-
USD-56-25-Billion-by-2025-Fior-Markets.html
• Kaushik, S. (no date) Transforming The Entertainment Industry With Virtual Reality | by Sachin Kaushik | Medium.
Available at: https://medium.com/@kaushik.sachin/transforming-the-entertainment-industry-with-virtual-reality-
3d32116abf85
• Market Watch (2020) Immersive Virtual Reality Market 2016-2022 / Trends, Technological Innovation And Forecasts
- MarketWatch. Available at: https://www.marketwatch.com/press-release/immersive-virtual-reality-market-2016-
2022-trends-technological-innovation-and-forecasts-2020-05-05?mod=mw_quote_news
• Marr, B. (2020) The 5 Biggest Virtual And Augmented Reality Trends In 2020 Everyone Should Know About, Forbes.
Available at: https://www.forbes.com/sites/bernardmarr/2020/01/24/the-5-biggest-virtual-and-augmented-reality-
trends-in-2020-everyone-should-know-about/#3cdf500124a8
NOTES