Augmented Reality in Education Industry - Opportunities and Threats for XYZ University

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This report analyzes the opportunities and threats of implementing augmented reality in education industry for XYZ University. It discusses the definition of augmented reality, updated developments in the field, four types of industries using AR with examples, applications of AR in education industry, proposal of three disciplines for incorporating AR in learning process of students, potential advantages and disadvantages of the applications, infrastructure or hardware requirement and critical analysis of AR for meeting objectives of XYZU.

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Running head: AUGMENTED REALITY
Augmented Reality
Name of the Student
Name of the University
Author’s Note:

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AUGMENTED REALITY
Executive Summary
The main aim of this report is to understand the entire concept of augmented reality or AR in
education industry of for XYZ University. The respective overlaid sensory data could be
either constructive or destructive and is interwoven with physical world as if it is being
perceived as the immersive feature of original environment. AR does not create the totally
artificial environment, rather utilizes the respective existing environment for overlaying new
information over it. The most well known augmented reality products are being used
education, health care, gas and oil, marketing and tourism and public safety. The applications
of augmented reality are written in the specialized 3D programs, which enable the developer
for tying animation and contextual digitalized information within computerized programs to
the augmented reality marker. This report has clearly identified the opportunities and threats
of this particular technology for XYZU by providing few recommendations.
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Table of Contents
1. Introduction............................................................................................................................3
2. Discussion..............................................................................................................................3
2.1 Definition of Augmented Reality and Updated Developments in Field..........................3
2.2 Four Types of Industries Using Augmented Reality with Examples...............................4
2.3 Application of Augmented Reality in Education Industry...............................................5
2.4 Proposal of Three Disciplines for Incorporating Augmented Reality in Learning
Process of Students with Details............................................................................................6
2.5 Potential Advantages and Disadvantages of the Applications.........................................7
2.6 Infrastructure or Hardware Requirement.........................................................................7
2.7 Critical Analysis of Augmented Reality for Meeting Objectives of XYZU....................8
3. Conclusion..............................................................................................................................8
4. Recommendations..................................................................................................................9
Reference List..........................................................................................................................10
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1. Introduction
AR or augmented reality can be stated as the interactive experience of the real world
environment, in which the objects are residing within the real world are being augmented by
the computer generate perceptual information like visual, olfactory, somatosensory, haptic
and auditory (Wu, Lee, Chang & Liang, 2013). For this purpose, the augmented reality
eventually alters the ongoing perception of the real world environment, however the virtual
reality replaces the original environment with a simulated environment. This type of reality is
completed linked to the other realities of computer mediated reality and mixed reality
(Barfield, 2015). The first value of this augmented reality would be that it subsequently
brings the elements of digitalized world into perception of real world, however via an
integration of several immersive sensations, which are being perceived as the natural
environmental parts.
The following report outlines a brief discussion on the detailed case study of XYZ
University or XYZU. They are the client of a Chief IT Consultant of a consulting
organization. They want the consultant to guide them on the core possibility of utilizing the
technology of augmented reality for their teaching method. It is a huge educational institution
that has several campuses within five different cities of Sydney, Melbourne, Canberra,
Brisbane and Adelaide and the main campus is in Canberra. For the purpose of improving the
overall structure of the organization and increasing the satisfaction ratings of students, XYZ
University has decided to implement augmented reality in the business. Detailed description
for this specific technology in XYZU with suitable recommendations would be provided
here.
2. Discussion
2.1 Definition of Augmented Reality and Updated Developments in Field
Augmented reality is the subsequent integration of digitalized information with the
environment of user within real time (Billinghurst, Clark & Lee, 2015). When the AR
application of any computing device receives the digitalized information from known marker
for beginning to execute marker’s code or correct images. It is a specified kind of reality
based and interactive display environment, which undertakes the major capabilities of this
computer generated display, effects, texts and sound for the purpose of enhancing the real
world experience of users. This particular technology combines computer based and real
scenes as well as images for delivering an enhanced and unified overview of world. There are

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various different implementation applications and models, however the primary objective is
providing an audio visual experience (Webel et al., 2013). It works by the employment of
computer based simulation or techniques like speech and image recognition hand held
devices and hand mounted devices or even powered display environment.
The most updated and advanced technologies in augmented reality are as follows:
i) Superior Smart phone Technology.
ii) Decoupling Content and Delivery.
iii) 5G Internet and Even Faster.
iv) Connected Reality.
2.2 Four Types of Industries Using Augmented Reality with Examples
The four types of industries that have implemented augmented reality in their
businesses with proper examples are as follows:
i) Health Care Industry: The first and the foremost type of industry that could
effectively utilize augmented reality is the health care industry (Ong & Nee, 2013). The
virtual reality is being utilized in this organization for several years and it even had turned out
to be quite efficient in respect to the other technologies. However, recently it is being
observed that the next advancement of virtual reality is the augmented reality or AR. Since,
people are expecting much more for obtaining better competitive advantages, augmented
reality would provide them with better efficiency in business. This health care sector would
gain the core capability of seamlessly blending direct sensory experience of the real world
with the core potential and power of digitalized information technology, known as ground
breaking. The respective medical knowledge, expertise and skills are shared in an effective
manner for ensuring that they get whenever they are being required (Di Serio, Ibáñez &
Kloos, 2013). The improvement of access is the next significant advantage of this application
and training is being boosted effectively. Moreover, it boosts up the speed of adopting a new
technology so that the delays could be reduced and integration of new systems are done
easily. AR could even empower the patients and deliver effective treatment.
ii) Marketing Industry: The second industry that can obtain advantages from AR is
marketing industry. This particular technology makes advertising more effective and can
quickly grow over various years. This is recently being dominated by the social media for
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building out measurement model and offerings (Cheng & Tsai, 2013). The new self serve
options are one of the major advantages that marketing industry has adopted from this
particular technology. Both the brands as well as consumers are easily adopted by this
technology. This particular industry could even reduce the complexity of advertising for the
better maintenance and efficacy of campaigns is also possible. Better visualization is the next
significant and effective application of augmented reality in this case.
iii) Real Estate Industry: The next subsequent industry, which could gain major
benefits from augmented reality is the real estate industry (Kamarainen et al., 2013). The
most significant advantages that the specific industry would be gaining are the capability of
visualizing relevant information in 3D and not in 2D. The additional dimension not only
makes the complicated data much easier for understanding, but also creating a specific
interactive experience, which is extremely meaningful, memorable and intuitive to the end
users. Engagement of the users is involved in this case for generation of product experiences
within several industries. For the result of all these advantages, organizations such as
Snapchat and Google have rolled out AR platforms of ARCore and ARKit for creation of
augmented reality applications (Bacca, Baldiris, Fabregat & Graf, 2014). For example, AR
has gained traction within real estate industry in Australia for launching few augmented
reality applications for streamlining real estate marketing.
iv) Travel and Tourism Industry: In travel and tourism industry, AR applications are
extremely effective for bringing efficiency in the business. This is mainly because it allows
hotels or other businesses operating in the field in enhancement of physical environments,
which are used for encouraging the customers in visit to the hotel rooms and local sights
(Graham, Zook & Boulton, 2013). The most significant examples of this particular industry is
the interactive hotel elements and augmented tourist destinations.
2.3 Application of Augmented Reality in Education Industry
Augmented Reality has distinctive application in the education industry. For XYZ
University, all of these applications, could be quite effective and efficient and hence it is
effective for them to deal with the services and products. Since, they have decided to
implement this particular technology in their business, it is quite important for them to gain
utmost efficiency from the business (Bower, Howe, McCredie, Robinson & Grover, 2014).
There are few of the important and significant applications of this particular technology for
them and these are as follows:
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i) Augment Education: The first and the foremost effective and efficient application
that would be better for XYZ University is Augment Education. It is a tools of Artificial
Intelligence that has specialization in the AR presentations, 3D designing and modelling
projects (FitzGerald et al., 2013). The respective students could build their own 3D models
for the myriad of classes like architecture and animation. The main advantage of this
application is that it is completely free of cost.
ii) Aug That: The second important application for this particular university is Aug
That. It utilizes AR for bringing core topics like Geography, Science, Maths and English
within classroom. Hence, the university could maintain compliance if important. The cost is
extremely low in this application and is the best for all types of students.
iii) Sky Map: This specific AR application is the special application for the classroom
learning regarding solar system and astronomy. The students of this university can use this
application for converting it to the open source (Cuendet, Bonnard, Do-Lenh & Dillenbourg,
2013). The cost of this application is completely free and it is great for the astronomy lessons.
iv) Quiver Education: The fourth important and significant application of AR is
quiver education. It is one of the most effective tool for teaching students regarding 3D
colouring application on the basis of augmented reality technology. It is quite easily available
from any application store and thus it is being utilized by several organizations.
2.4 Proposal of Three Disciplines for Incorporating Augmented Reality in Learning
Process of Students with Details
The three disciplines for the incorporation of augmented reality technology within the
significant learning procedure of students within XYZ University are as follows:
i) Augmented Reality Classroom: The first discipline to incorporate AR in learning
process of students in XYZU is the augmented reality classroom (Craig, 2013). The AR
animated content within classroom lessons can catch attention of students with the major
motivation to them for studying. The addition of extra data like visual 3D models can provide
students the broader understanding of topics.
ii) Engagement and Interaction: The second important and significant discipline for
this specific organization is engagement and interaction. After incorporation of AR help in
involving students within the core procedure with the 3D models. Transformation and
enhancement of educational industry is possible here.

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iii) Effective Training: The final discipline here is the efficiency of training. The
theoretical knowledge is not enough for obtaining proper skills through AR features
(Wojciechowski & Cellary, 2013). The motivation and engagement of students would be
enhanced for this purpose and they can learn faster.
2.5 Potential Advantages and Disadvantages of the Applications
The main advantages and disadvantages of AR applications for XYZU are as follows:
i) Advantages: The main advantages of this technology are given below:
a) Highly Interactive: AR applications are highly interactive and hence the students
could easily interact amongst each other without much complexity (Bujak et al., 2013).
b) Easier Utilization: The next advantage of this specific application would be it
could be easily used by reducing the real world and virtual world.
c) Cost Effectiveness: AR applications are extremely cost effective in nature in
comparison to the other technologies.
d) Better Training Programs: AR applications allow better training programs so that
the students of XYZU could gain major knowledge from the teachers.
ii) Disadvantages: The main disadvantages of this technology are given below:
a) Lack of Privacy: AR applications are not at all secured and hence this could be a
major issue for the university (Piumsomboon, Clark, Billinghurst & Cockburn, 2013).
b) Lower Performance Levels: Although, it is quite popular, the performance levels of
this technology are not at all good and this is could be destructive for the students.
c) Higher Implementation Costs: Although, the overall expenses of this application is
much lower, the implementation costs are high for the university.
2.6 Infrastructure or Hardware Requirement
The infrastructure of hardware requirement of this particular technology is not much
complicated and are as follows:
i) Battery Life: The battery life of the information system should be minimum of 12
hours. The batteries should be swappable during working in the working environment (Wang,
Kim, Love & Kang, 2013).
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ii) On Board OS: The on board operating system must support a web browser
eventually and should need staffs for authenticating.
iii) On Board Tracking: The management of XYZU should track the data on board
and this should be present in this technology.
iv) On Board Storage: Another significant requirement of hardware in AR is the on
board storage. There should be a minimum storage limit of 128 GB (Chi, Kang & Wang,
2013).
2.7 Critical Analysis of Augmented Reality for Meeting Objectives of XYZU
The most significant advantage of this augmented reality technology is that few of the
platforms and hardware, which are being utilized for the application development of AR are
easily accessible. The major objectives of XYZU are to reduce the operational costs and
improve student services for the increment of students’ satisfaction ratings. After proper
analysis, it is being noted that the three principles of augmented reality could help them in
meeting each and every objective of the organization. These three principles are as follows:
i) Augmented Reality Classroom: With the help of this particular principle, the
objectives of reduction of operational costs would be eventually enhanced without much
issue. Moreover, they would not face any complexity for their service management if this
principle is effectively implemented.
ii) Engagement and Interaction: The other objectives like being ethical and
interaction with the students is done by implementing applications of AR in XYZU (Radu,
2014). The students could easily interact with their teachers and the complexities would be
resolved.
iii) Effective Training: These applications would also provide effective training to the
students and hence they would be quite satisfied with the overall management of the
business.
3. Conclusion
Therefore, from the above discussion, it can be concluded that this augmented reality
is the subsequent technology that is majorly responsible for enhancing the real world
environment of the user by eventually superimposing or overlaying the generated content
within real time. This computer generated visualized object is overlaid over the real world
object within the distinctive method so that they appear within rea time and real wold
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environment. All of these visualized objects could either be animation, video and images.
This is the evolving technology that has various applications in fields like retail, education,
manufacturing to medical field, travel and tourism industry, engineering, gaming and many
more. The usage of augmented reality attracts more users and customers without any kind of
operational expenses.
The first functional system of the artificial intelligence is that it provides immersive
reality experiences for the users. In spite of having these advantages, there are some of the
major disadvantages that are required to be eradicated on time. The major issues in this case
are the ethical and security concerns. The above report has clearly outlined a detailed
description on the case study of XYZ University that has decided to implement the
technology of augmented reality in their business. The management of the university has
taken this decision for including better competitive advantages in the business and also to
improve student services majorly. Four types of industries that utilize this particular
technology in their industry is being clearly provided in the report. Moreover, subsequent
recommendations are also included here.
4. Recommendations
XYZ University has decided to implement augmented reality technology within their
business for gaining major competitive advantages. Three distinctive recommendations for
this particular organization are as follows:
i) Implementing Information Security System: The first and the foremost
recommendation for this XYZ University is to implement an information security system
within their organization. Since, this particular technology comprises of some of the major
and the most significant security issues, it is highly important for them to implement this
system. The risks are dependent on the use cases and hence ensuring privacy and policy.
ii) Periodical Repair and Maintenance: The second important and significant
recommendation for them is to repair and maintenance of the systems periodically. It is
highly required for them to maintain this specific recommendation since it would increment
the overall effectiveness in their systems.
iii) Up Gradation of Company Policies and Procedures: The next vital
recommendation for this XYZ University is to effectively upgrade their existing
organizational policies and procedures like Bring Your Own Device or BYOD as well as

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privacy policies. With this kind of up gradation, it would be extremely easier for them to
implement this particular technology without any kind of complexity.
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Reference List
Bacca, J., Baldiris, S., Fabregat, R., & Graf, S. (2014). Augmented reality trends in
education: a systematic review of research and applications.
Barfield, W. (2015). Fundamentals of wearable computers and augmented reality. CRC
Press.
Billinghurst, M., Clark, A., & Lee, G. (2015). A survey of augmented reality. Foundations
and Trends® in Human–Computer Interaction, 8(2-3), 73-272.
Bower, M., Howe, C., McCredie, N., Robinson, A., & Grover, D. (2014). Augmented Reality
in education–cases, places and potentials. Educational Media International, 51(1), 1-
15.
Bujak, K. R., Radu, I., Catrambone, R., Macintyre, B., Zheng, R., & Golubski, G. (2013). A
psychological perspective on augmented reality in the mathematics
classroom. Computers & Education, 68, 536-544.
Cheng, K. H., & Tsai, C. C. (2013). Affordances of augmented reality in science learning:
Suggestions for future research. Journal of Science Education and Technology, 22(4),
449-462.
Chi, H. L., Kang, S. C., & Wang, X. (2013). Research trends and opportunities of augmented
reality applications in architecture, engineering, and construction. Automation in
construction, 33, 116-122.
Craig, A. B. (2013). Understanding augmented reality: Concepts and applications. Newnes.
Cuendet, S., Bonnard, Q., Do-Lenh, S., & Dillenbourg, P. (2013). Designing augmented
reality for the classroom. Computers & Education, 68, 557-569.
Di Serio, Á., Ibáñez, M. B., & Kloos, C. D. (2013). Impact of an augmented reality system on
students' motivation for a visual art course. Computers & Education, 68, 586-596.
FitzGerald, E., Ferguson, R., Adams, A., Gaved, M., Mor, Y., & Thomas, R. (2013).
Augmented reality and mobile learning: the state of the art. International Journal of
Mobile and Blended Learning (IJMBL), 5(4), 43-58.
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Graham, M., Zook, M., & Boulton, A. (2013). Augmented reality in urban places: contested
content and the duplicity of code. Transactions of the Institute of British
Geographers, 38(3), 464-479.
Kamarainen, A. M., Metcalf, S., Grotzer, T., Browne, A., Mazzuca, D., Tutwiler, M. S., &
Dede, C. (2013). EcoMOBILE: Integrating augmented reality and probeware with
environmental education field trips. Computers & Education, 68, 545-556.
Ong, S. K., & Nee, A. Y. C. (2013). Virtual and augmented reality applications in
manufacturing. Springer Science & Business Media.
Piumsomboon, T., Clark, A., Billinghurst, M., & Cockburn, A. (2013, September). User-
defined gestures for augmented reality. In IFIP Conference on Human-Computer
Interaction(pp. 282-299). Springer, Berlin, Heidelberg.
Radu, I. (2014). Augmented reality in education: a meta-review and cross-media
analysis. Personal and Ubiquitous Computing, 18(6), 1533-1543.
Wang, X., Kim, M. J., Love, P. E., & Kang, S. C. (2013). Augmented Reality in built
environment: Classification and implications for future research. Automation in
construction, 32, 1-13.
Webel, S., Bockholt, U., Engelke, T., Gavish, N., Olbrich, M., & Preusche, C. (2013). An
augmented reality training platform for assembly and maintenance skills. Robotics
and Autonomous Systems, 61(4), 398-403.
Wojciechowski, R., & Cellary, W. (2013). Evaluation of learners’ attitude toward learning in
ARIES augmented reality environments. Computers & Education, 68, 570-585.
Wu, H. K., Lee, S. W. Y., Chang, H. Y., & Liang, J. C. (2013). Current status, opportunities
and challenges of augmented reality in education. Computers & education, 62, 41-49.
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