COIT20249: Implementing Augmented Reality in XYZU Institute, Australia
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Report
AI Summary
This report examines the potential implementation of Augmented Reality (AR) technology at XYZU Institute in Australia, addressing the institute's challenges with traditional learning methods. It details the application of AR in education, highlighting its advantages and disadvantages, and includes a cost analysis. The report covers various educational environments for AR, such as discovery-based learning, object modeling, AR books, skills training, and AR-based gaming. It also discusses the necessary AR hardware and software, including the use of smartphones and BYOD initiatives. The report concludes with recommendations for successful AR integration at XYZU, considering usability issues and technical challenges, aiming to improve student engagement and outcomes. Desklib provides access to similar reports and solved assignments for students seeking further information.

Running head: AUGMENTED REALITY
Augmented Reality
Name of the Student
Name of the University
Augmented Reality
Name of the Student
Name of the University
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AUGMENTED REALITY
Executive Summary
This report deals with the implementation of Augmented Reality technology in the XYZU
institute, Australia. The institute has been facing issues with the traditional method of learning.
Therefore, this report has focused on the implementation of the AR technology in the XYZU
institute. The use of the AR technology in the education sector has been explained in the report.
The advantages and disadvantages of the AR technology in the education sector has been
provided in the report. The costing of AR technology has been included in the report. Various
recommendations have been provided for the implementation of AR technology in the XYZU
institute have been provided in the report.
AUGMENTED REALITY
Executive Summary
This report deals with the implementation of Augmented Reality technology in the XYZU
institute, Australia. The institute has been facing issues with the traditional method of learning.
Therefore, this report has focused on the implementation of the AR technology in the XYZU
institute. The use of the AR technology in the education sector has been explained in the report.
The advantages and disadvantages of the AR technology in the education sector has been
provided in the report. The costing of AR technology has been included in the report. Various
recommendations have been provided for the implementation of AR technology in the XYZU
institute have been provided in the report.

3
AUGMENTED REALITY
Table of Contents
Introduction......................................................................................................................................4
1. Augmented Reality......................................................................................................................4
2. Augmented Reality in Education.................................................................................................6
AR Hardware...............................................................................................................................9
AR software...............................................................................................................................10
Costing of AR in Education sector............................................................................................10
Recommendation...........................................................................................................................11
Analysis.........................................................................................................................................11
References......................................................................................................................................13
AUGMENTED REALITY
Table of Contents
Introduction......................................................................................................................................4
1. Augmented Reality......................................................................................................................4
2. Augmented Reality in Education.................................................................................................6
AR Hardware...............................................................................................................................9
AR software...............................................................................................................................10
Costing of AR in Education sector............................................................................................10
Recommendation...........................................................................................................................11
Analysis.........................................................................................................................................11
References......................................................................................................................................13
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AUGMENTED REALITY
Introduction
Education has been the most important industry in the society. Education helps in gaining
knowledge about different fields in the life of a student. Education helps in the development of
country. Therefore, various educational institution have been focusing in providing quality
education to the students. However, traditional method of education have been creating issues in
career of students. Therefore, implementation of technology in the education system is
necessary in recent days. This report has been based upon an educational organization named as
XYZU. XYZU is a large educational institute having campuses in five cities including Sydney,
Adelaide, Canberra, Melbourne and Brisbane. It is assumed that there are more than 5000
students studying at different campuses of XYZU. The institution has been able to guve quality
results in the market. However, in recent years, there has been decrease in the results of the
students. Therefore, there have bedecrease in the admission of students in the XYZU. Therefore,
it is looking for changing the education method in the system. This report has focused on
various issues of the XYZU due to which student enrollment has been decreased. This report
aims that identifying different technologies and strategic plans for increasing enrollment of
students in the institution. The implementation of Augmented Reality technology in the XYZU
has been discussed in the report. The impact of the AR in education sector and other sector have
been discussed in the report. Some recommendations have been provided in the report related to
the implementation and limitations of augmented reality.
1. Augmented Reality
Augmented Reality (AR) is such a technology that helps in allowing virtual imagery
which is generated by the computer data and information for overlayingin direct and indirect
AUGMENTED REALITY
Introduction
Education has been the most important industry in the society. Education helps in gaining
knowledge about different fields in the life of a student. Education helps in the development of
country. Therefore, various educational institution have been focusing in providing quality
education to the students. However, traditional method of education have been creating issues in
career of students. Therefore, implementation of technology in the education system is
necessary in recent days. This report has been based upon an educational organization named as
XYZU. XYZU is a large educational institute having campuses in five cities including Sydney,
Adelaide, Canberra, Melbourne and Brisbane. It is assumed that there are more than 5000
students studying at different campuses of XYZU. The institution has been able to guve quality
results in the market. However, in recent years, there has been decrease in the results of the
students. Therefore, there have bedecrease in the admission of students in the XYZU. Therefore,
it is looking for changing the education method in the system. This report has focused on
various issues of the XYZU due to which student enrollment has been decreased. This report
aims that identifying different technologies and strategic plans for increasing enrollment of
students in the institution. The implementation of Augmented Reality technology in the XYZU
has been discussed in the report. The impact of the AR in education sector and other sector have
been discussed in the report. Some recommendations have been provided in the report related to
the implementation and limitations of augmented reality.
1. Augmented Reality
Augmented Reality (AR) is such a technology that helps in allowing virtual imagery
which is generated by the computer data and information for overlayingin direct and indirect
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5
AUGMENTED REALITY
real-world environment (Cabero Almenara& Barroso 2016). However, AR is different from
Video Reality (VR) as in VR a computer generated is experienced by people. However, in AR, a
real environment is present. Therefore, AR helps in connecting a bridge between real and virtual
environment. The use of the AR is based on marker and marker less based. The applications
which are marker based have been included with three components including booklet offers
marker information, a technique for collecting information and a augmented cube information
into 3D rendered information screen (Oyelude, 2017).However, applications which are marker
less require a system which can track and include a GPS, a compass and an image recognition
system. Therefore, these applications are used more than that of marker application.
Augmented Reality can be used in different industries as mentioned below:
Manufacturing: Augmented Reality has been used in the manufacturing industries for
minimizing the error in the manufacturing products. The technology has helped in initiating 3D
prototyping that helps in easier understanding. Therefore, it enhances decision making systems
by leaders of the companies.
Healthcare: This technology has been breaking down complex concepts in medical
terminology into an easier platform. Therefore, it becomes easy for providing quality
medicalservices to the patients (Martín-Gutiérrez, 2017). It helps in providing 3D visualization
of body parts during operations at different angles. This makes easier for surgeons to operate
various body parts.
Marketing: Augmented Reality has been helping in increasing marketing campaign of
any business organization. The use of AR has been helping in creating 3D animations and videos
related to the advertisement of products and services of organization.
AUGMENTED REALITY
real-world environment (Cabero Almenara& Barroso 2016). However, AR is different from
Video Reality (VR) as in VR a computer generated is experienced by people. However, in AR, a
real environment is present. Therefore, AR helps in connecting a bridge between real and virtual
environment. The use of the AR is based on marker and marker less based. The applications
which are marker based have been included with three components including booklet offers
marker information, a technique for collecting information and a augmented cube information
into 3D rendered information screen (Oyelude, 2017).However, applications which are marker
less require a system which can track and include a GPS, a compass and an image recognition
system. Therefore, these applications are used more than that of marker application.
Augmented Reality can be used in different industries as mentioned below:
Manufacturing: Augmented Reality has been used in the manufacturing industries for
minimizing the error in the manufacturing products. The technology has helped in initiating 3D
prototyping that helps in easier understanding. Therefore, it enhances decision making systems
by leaders of the companies.
Healthcare: This technology has been breaking down complex concepts in medical
terminology into an easier platform. Therefore, it becomes easy for providing quality
medicalservices to the patients (Martín-Gutiérrez, 2017). It helps in providing 3D visualization
of body parts during operations at different angles. This makes easier for surgeons to operate
various body parts.
Marketing: Augmented Reality has been helping in increasing marketing campaign of
any business organization. The use of AR has been helping in creating 3D animations and videos
related to the advertisement of products and services of organization.

6
AUGMENTED REALITY
Fashion: AR has been transforming fashion and retail industry in the market. It has been
providing personalized help to the online and offline customers and helping in choosing correct
product. It helps in providing preview of the products including clothing (Fernandez, 2017).
Different functionalities have been enabled with the help of the AR including sizes and change in
colors.
2. Augmented Reality in Education
Augmented Reality has been providing various benefits in the education sector.
However, there are five different educational environment of AR in education sector as
mentioned below:
Learning based on discovery: AR has been used in the usage or applications for enabling
learning which are based on discovery. User provides the information and data related to real
word objects and place.The application has been used in museums and historical places.
Objects Modeling: AR can be utilized in applications related to the object modelling.
These types of applications enable understudies to get quick visual input regarding a given thing
would look in an alternate setting (Yung& Khoo-Lattimore, 2017). A few applications
additionally enable understudies to structure virtual articles so as to research about physical
properties or associations between objects. This sort of use is additionally utilized in structural
instruction.
AR Books: AR Book is the books that offers understudies 3D introductions and learning
encounters through innovation of AR. Books are expanded with help of innovative gadgets,. In
this case the example can be given about extraordinary glasses. Primary application of AR Books
AUGMENTED REALITY
Fashion: AR has been transforming fashion and retail industry in the market. It has been
providing personalized help to the online and offline customers and helping in choosing correct
product. It helps in providing preview of the products including clothing (Fernandez, 2017).
Different functionalities have been enabled with the help of the AR including sizes and change in
colors.
2. Augmented Reality in Education
Augmented Reality has been providing various benefits in the education sector.
However, there are five different educational environment of AR in education sector as
mentioned below:
Learning based on discovery: AR has been used in the usage or applications for enabling
learning which are based on discovery. User provides the information and data related to real
word objects and place.The application has been used in museums and historical places.
Objects Modeling: AR can be utilized in applications related to the object modelling.
These types of applications enable understudies to get quick visual input regarding a given thing
would look in an alternate setting (Yung& Khoo-Lattimore, 2017). A few applications
additionally enable understudies to structure virtual articles so as to research about physical
properties or associations between objects. This sort of use is additionally utilized in structural
instruction.
AR Books: AR Book is the books that offers understudies 3D introductions and learning
encounters through innovation of AR. Books are expanded with help of innovative gadgets,. In
this case the example can be given about extraordinary glasses. Primary application of AR Books
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AUGMENTED REALITY
shows that this kind of medium is probably going to interest computerized students, which
makes it a proper medium which is instructive even at essential dimension.
Training of skills :Helping the people for preparing in explicit assignments is depicted by
Aptitudes Training. Specially mechanical abilities are getting benefitted by AR Skills Preparing
applications. Such applications are utilized in plane support, where each progression of fix is
shown, important instruments are distinguished, and literary directions are incorporated. The
applications are regularly acknowledged with head mounted shows.
Gaming based on AR:Computer games offer amazing new doors for teachers which have
been overlooked for long time. Presently, instructors have received and regularly utilize intensity
of amusements in situations. AR innovation empowers improvement of specifications which
occur in reality and are expanded with virtual data (tom Dieck& Jung, 2017). AR Games can
give instructors amazing approaches to indicate relations also, associations. Moreover, they
furnish teachers with better intuitive also, learning which is visual.
Chaczko, Alenazy& Tran, (2015) expressed, "AR has solid potential to give both ground-
breaking relevant, on location learning encounters and fortunate investigation and revelation of
the associated nature of data in reality." (p. 21). AR has been tentatively connected to both
school and business situations, in spite of the fact that not as much as exemplary strategies for
training and preparing amid the most recent two decades. Also to that, presently that the
innovations that make AR conceivable are significantly more dominant than at any other time,
sufficiently minimal to convey AR encounters to corporate settings as well as scholastic scenes
through PCs and cell phones, a few instructive methodologies with AR innovation are
progressively possible. Too, remote cell phones, for example, PDAs, tablet PCs, and other
AUGMENTED REALITY
shows that this kind of medium is probably going to interest computerized students, which
makes it a proper medium which is instructive even at essential dimension.
Training of skills :Helping the people for preparing in explicit assignments is depicted by
Aptitudes Training. Specially mechanical abilities are getting benefitted by AR Skills Preparing
applications. Such applications are utilized in plane support, where each progression of fix is
shown, important instruments are distinguished, and literary directions are incorporated. The
applications are regularly acknowledged with head mounted shows.
Gaming based on AR:Computer games offer amazing new doors for teachers which have
been overlooked for long time. Presently, instructors have received and regularly utilize intensity
of amusements in situations. AR innovation empowers improvement of specifications which
occur in reality and are expanded with virtual data (tom Dieck& Jung, 2017). AR Games can
give instructors amazing approaches to indicate relations also, associations. Moreover, they
furnish teachers with better intuitive also, learning which is visual.
Chaczko, Alenazy& Tran, (2015) expressed, "AR has solid potential to give both ground-
breaking relevant, on location learning encounters and fortunate investigation and revelation of
the associated nature of data in reality." (p. 21). AR has been tentatively connected to both
school and business situations, in spite of the fact that not as much as exemplary strategies for
training and preparing amid the most recent two decades. Also to that, presently that the
innovations that make AR conceivable are significantly more dominant than at any other time,
sufficiently minimal to convey AR encounters to corporate settings as well as scholastic scenes
through PCs and cell phones, a few instructive methodologies with AR innovation are
progressively possible. Too, remote cell phones, for example, PDAs, tablet PCs, and other
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AUGMENTED REALITY
electronic developments, are progressively introducing into the versatile space where
applications offer a lot of guarantee, particularly in instruction and preparing.
AR is exceptionally efficient for innovation in the educational fields like schools and
colleges.. Understandig the application of the AR in the school and colleges can make the
student to understand complex theories and framework. hardware.Lumbreras, de Lourdes and
Ariel, (2018) illustrated that AR can make confused systems what is more, complex speculations
in advanced for understanding and gaining the relevant information about the study. Advanced
connection utilizing AR innovation. In the consequences of their exploration, An AR perspective
of an understudy analyzing an enlarged 3D model of a camshaft game plan related to a lot of
genuine motor segments.
In any instructive setting, there are frequently constraints in the different assets
accessible. This is frequently observed chief in the customary classroom. Because of spending
limitations or requirements on time, the way to educate understudies in situations that enable
them to learn by doing can be a test. Work area AR permits understudies to join both genuine
and PC produced pictures. Fernandez,(2016) utilized work area AR that joined a screen, glasses,
earphones, and a pointing gadget that permitted understudies to lead a hands-on investigation of
a genuine item, for this situation a level middle, with superimposed virtual pictures. It would not
be plausible to investigate the stomach related process intuitively as these understudies could do
alongside imagining the supplement breakdown what's more, assimilation in a classroom setting
without the AR innovation. PC pictures could appear the procedure, however the pointing gadget
permittedunderstudies to manage their learning. Classrooms can move from the conventional
address style setting to one that is more lab and understudy arranged. A contextual investigation
led with a visual expressions class noticed that permitting understudies to openly investigate a
AUGMENTED REALITY
electronic developments, are progressively introducing into the versatile space where
applications offer a lot of guarantee, particularly in instruction and preparing.
AR is exceptionally efficient for innovation in the educational fields like schools and
colleges.. Understandig the application of the AR in the school and colleges can make the
student to understand complex theories and framework. hardware.Lumbreras, de Lourdes and
Ariel, (2018) illustrated that AR can make confused systems what is more, complex speculations
in advanced for understanding and gaining the relevant information about the study. Advanced
connection utilizing AR innovation. In the consequences of their exploration, An AR perspective
of an understudy analyzing an enlarged 3D model of a camshaft game plan related to a lot of
genuine motor segments.
In any instructive setting, there are frequently constraints in the different assets
accessible. This is frequently observed chief in the customary classroom. Because of spending
limitations or requirements on time, the way to educate understudies in situations that enable
them to learn by doing can be a test. Work area AR permits understudies to join both genuine
and PC produced pictures. Fernandez,(2016) utilized work area AR that joined a screen, glasses,
earphones, and a pointing gadget that permitted understudies to lead a hands-on investigation of
a genuine item, for this situation a level middle, with superimposed virtual pictures. It would not
be plausible to investigate the stomach related process intuitively as these understudies could do
alongside imagining the supplement breakdown what's more, assimilation in a classroom setting
without the AR innovation. PC pictures could appear the procedure, however the pointing gadget
permittedunderstudies to manage their learning. Classrooms can move from the conventional
address style setting to one that is more lab and understudy arranged. A contextual investigation
led with a visual expressions class noticed that permitting understudies to openly investigate a

9
AUGMENTED REALITY
room that was set up with webcams and work areas empowered greater action while the
understudies apparent that they were progressively propelled to learn (Serio et al., 2013). Rather
than getting data by means of pictures what's more, address, understudies approached
multimodal portrayals including content, sound, video, and 3D models. Fast reaction (QR) codes
can likewise open up chances to have a blended reality setting inside the real classroom.
There are several disadvantages of Augmented Reality in education sector including the
usability of technical factor. Usability issues have been an issue among students. Most of the
students are not able to use this technology. Therefore, the usability of the AR technology
involve user interaction. Therefore, students are not able to understand how the AR technology
works. They are not able to get benefit from AR technology. Another issue include technical
problems in the AR applications (Fraga et al. 2018). As this is an advanced technology, resolving
issues in the AR applications takes much time. Therefore, it causes loss for the students in the
institution. In XYZU, students have been in loss in their career as the traditional method has not
been worthy for them. Therefore, use of AR technology might be a problem in the institute in
case any technical error occurs.
AR Hardware
The hardware required for implementation of AR in the classroom has been a
technologically complex. However, it has become affordable with modern environment. The
current trend in the ubiquity of smartphone and tablet devices in XYZU. AR has been
implemented in the classroom at broad scale with the help of smartphone and other smart
devices. Mobile devise are equipped with GPS functionalities and image capturing abilities. This
help in selecting any number of mobile devices for using in delivery of AR experience
(Fernandez, 2017). Therefore, GPS capability and image capturing mechanism has been helping
AUGMENTED REALITY
room that was set up with webcams and work areas empowered greater action while the
understudies apparent that they were progressively propelled to learn (Serio et al., 2013). Rather
than getting data by means of pictures what's more, address, understudies approached
multimodal portrayals including content, sound, video, and 3D models. Fast reaction (QR) codes
can likewise open up chances to have a blended reality setting inside the real classroom.
There are several disadvantages of Augmented Reality in education sector including the
usability of technical factor. Usability issues have been an issue among students. Most of the
students are not able to use this technology. Therefore, the usability of the AR technology
involve user interaction. Therefore, students are not able to understand how the AR technology
works. They are not able to get benefit from AR technology. Another issue include technical
problems in the AR applications (Fraga et al. 2018). As this is an advanced technology, resolving
issues in the AR applications takes much time. Therefore, it causes loss for the students in the
institution. In XYZU, students have been in loss in their career as the traditional method has not
been worthy for them. Therefore, use of AR technology might be a problem in the institute in
case any technical error occurs.
AR Hardware
The hardware required for implementation of AR in the classroom has been a
technologically complex. However, it has become affordable with modern environment. The
current trend in the ubiquity of smartphone and tablet devices in XYZU. AR has been
implemented in the classroom at broad scale with the help of smartphone and other smart
devices. Mobile devise are equipped with GPS functionalities and image capturing abilities. This
help in selecting any number of mobile devices for using in delivery of AR experience
(Fernandez, 2017). Therefore, GPS capability and image capturing mechanism has been helping
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AUGMENTED REALITY
in implementing AR technology in the classroom of XYZU. There is a requirement of internet
connection for having robust AR experience in the classrooms. AR relies on the use of mobile
devices and requires wireless Internet services of collecting various information available over
the internet. Data and information can be stored in the online database for retrieval and further
use. Internet utilization helps in accessing information in real-time from endless number of
sources. In XYZU, students are required to bring their devices for accessing AR in the
classroom. This can be obtained by implementing Bring Your Own Device (BYOD) initiative.
XYZU need to motivate students to use the AR technology implemented in their classrooms for
getting a quality experience of AR (Flinton & Anderson Shum, 2018). AR helps in utilizing
instructional approach that help in enhancing educational AR experience in the classroom. After
the hardware implementation in the classroom, there is a requirement of software
implementation to connect with AR hardware.
AR software
As AR hardware helps in implementing AR in the classroom, AR software helps in
learners for viewing and creating AR environment in the classroom. There are various free
software packages including ARIS, Layar and Junaio which, helps instructors to obtain AR
experiences in the classroom (Han et al., 2018). There might be a chance that the developer does
not have AR software, therefore, there are some websites that provide full AR software packages
for experiencing AR. Free platformsincluding Yelp.com have been helping in providing AR
experience and full software package for installing in AR hardware. The front end experience
during designing AR experiences have been an important part. Therefore, the front end design of
the AR needs to be attractive that might attract students of XYZU institute.
AUGMENTED REALITY
in implementing AR technology in the classroom of XYZU. There is a requirement of internet
connection for having robust AR experience in the classrooms. AR relies on the use of mobile
devices and requires wireless Internet services of collecting various information available over
the internet. Data and information can be stored in the online database for retrieval and further
use. Internet utilization helps in accessing information in real-time from endless number of
sources. In XYZU, students are required to bring their devices for accessing AR in the
classroom. This can be obtained by implementing Bring Your Own Device (BYOD) initiative.
XYZU need to motivate students to use the AR technology implemented in their classrooms for
getting a quality experience of AR (Flinton & Anderson Shum, 2018). AR helps in utilizing
instructional approach that help in enhancing educational AR experience in the classroom. After
the hardware implementation in the classroom, there is a requirement of software
implementation to connect with AR hardware.
AR software
As AR hardware helps in implementing AR in the classroom, AR software helps in
learners for viewing and creating AR environment in the classroom. There are various free
software packages including ARIS, Layar and Junaio which, helps instructors to obtain AR
experiences in the classroom (Han et al., 2018). There might be a chance that the developer does
not have AR software, therefore, there are some websites that provide full AR software packages
for experiencing AR. Free platformsincluding Yelp.com have been helping in providing AR
experience and full software package for installing in AR hardware. The front end experience
during designing AR experiences have been an important part. Therefore, the front end design of
the AR needs to be attractive that might attract students of XYZU institute.
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AUGMENTED REALITY
Costing of AR in Education sector
The costing of the AR in the XYZU institute depends upon the hardware and software
used during implementation of AR in the classroom. The use of AR technology costs around $40
to $170 per hour in Australia. However, during the initial stages including planning requirements
it might cost higher (Parvinen, Hamari& Pöyry, 2019). The project documentation cost for AR
application development can be around $500-$1000 and can take 3-10 days’ time duration.
Recommendation
Following are recommendations for the implementation of AR in XYZU institute:
Training: A proper training is required for informing students about the usability of the
AR in the classroom. Major issues in the AR technology has been the usability issues. Therefore,
professionals in XYZU institute need to organize training for students and train them about the
usability system of AR in the classroom.
Recruitment of AR professionals: The XYZU institute need to recruit some AR
professionals for monitoring the hardware and software requirements of the AR in the classroom.
AR professionals are required to handle any kind of technical issues in the AR technology in the
classroom. Therefore, this might help in managing issues in the AR technology in XYZU
institute.
Analysis
Based on the above discussion about the AR in education sector, it can be analyzed that the use
of the AR technology in the education sector has able to change the traditional method of
learning style. The implementation of AR technology in the XYZU will help in increasing the
quality of education provided in the institution. The use of the AR technology in the institute will
AUGMENTED REALITY
Costing of AR in Education sector
The costing of the AR in the XYZU institute depends upon the hardware and software
used during implementation of AR in the classroom. The use of AR technology costs around $40
to $170 per hour in Australia. However, during the initial stages including planning requirements
it might cost higher (Parvinen, Hamari& Pöyry, 2019). The project documentation cost for AR
application development can be around $500-$1000 and can take 3-10 days’ time duration.
Recommendation
Following are recommendations for the implementation of AR in XYZU institute:
Training: A proper training is required for informing students about the usability of the
AR in the classroom. Major issues in the AR technology has been the usability issues. Therefore,
professionals in XYZU institute need to organize training for students and train them about the
usability system of AR in the classroom.
Recruitment of AR professionals: The XYZU institute need to recruit some AR
professionals for monitoring the hardware and software requirements of the AR in the classroom.
AR professionals are required to handle any kind of technical issues in the AR technology in the
classroom. Therefore, this might help in managing issues in the AR technology in XYZU
institute.
Analysis
Based on the above discussion about the AR in education sector, it can be analyzed that the use
of the AR technology in the education sector has able to change the traditional method of
learning style. The implementation of AR technology in the XYZU will help in increasing the
quality of education provided in the institution. The use of the AR technology in the institute will

12
AUGMENTED REALITY
help inincreasing enrollment of students in the XYZU institute. The RA technology has been
helping in the increasing the concept of distance learning in the SYZU institute. The use of R
technology in the institute will help in motivating students towardstheir studies in technical way
and interactive classes. This might help in increasing interaction of students with their students
and increase interest of studentstowardstheir studies. The learning of students have become faster
from traditional method of learning. The cost of the AR technology has been affordable for the
XYZU institute. Therefore, it is analyzed that XYZU institute can afford the AR technology and
implement it in the classroom for enhancing learning of students.
AUGMENTED REALITY
help inincreasing enrollment of students in the XYZU institute. The RA technology has been
helping in the increasing the concept of distance learning in the SYZU institute. The use of R
technology in the institute will help in motivating students towardstheir studies in technical way
and interactive classes. This might help in increasing interaction of students with their students
and increase interest of studentstowardstheir studies. The learning of students have become faster
from traditional method of learning. The cost of the AR technology has been affordable for the
XYZU institute. Therefore, it is analyzed that XYZU institute can afford the AR technology and
implement it in the classroom for enhancing learning of students.
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AUGMENTED REALITY
References
Cabero Almenara, J., & Barroso, J. (2016). The educational possibilities of Augmented Reality.
Chaczko, Z., Alenazy, W., & Tran, A. (2015). Augmented Reality and the Adapted of Smart
Grid Monitoring for Educational Enhancement. In Computational Intelligence and
Efficiency in Engineering Systems (pp. 347-364). Springer, Cham.
Fernandez, C. J. O. (2016). VIRTUAL AND AUGMENTED REALITY IN EDUCATION. ARE
WE READY FOR A DISRUPTIVE INNOVATION IN EDUCATION?.
Fernandez, M. (2017). Augmented virtual reality: How to improve education systems. Higher
Learning Research Communications, 7(1), 1-15.
Fernandez, M. (2017). Augmented Virtual Reality: How to Improve Education Systems. Higher
Learning Research Communications, 7(1), 1-15.
Flinton, C., Anderson, P., Shum, H., & Ho, E. (2018). NETIVAR: NETwork Information
Visualization based on Augmented Reality.
Fraga, Á. L., Gramajo, M. G., Trejo, F., Garcia, S., Juarez, G., & Franco, L. (2018). SIMNET:
simulation-based exercises for computer net-work curriculum through gamification and
augmented reality.
Han, D. I., tom Dieck, M. C., & Jung, T. (2018). User experience model for augmented reality
applications in urban heritage tourism. Journal of Heritage Tourism, 13(1), 46-61.
Lumbreras, M. A. M., de Lourdes, M. T. M., & Ariel, S. R. (2018). Aura: Augmented Reality in
Mobile Devices for the Learning of Children With ASD–Augmented Reality in the
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Learning of Children With Autism. In Augmented Reality for Enhanced Learning
Environments (pp. 142-169). IGI Global.
Martín-Gutiérrez, J., Mora, C. E., Añorbe-Díaz, B., & González-Marrero, A. (2017). Virtual
technologies trends in education. EURASIA Journal of Mathematics Science and
Technology Education, 13(2), 469-486.
Oyelude, A. A. (2017). Virtual and augmented reality in libraries and the education
sector. Library Hi Tech News, 34(4), 1-4.
Parvinen, P., Hamari, J., & Pöyry, E. (2019, January). Introduction to the Minitrack on Mixed,
Augmented and Virtual Reality: Co-designed Services and Applications. In Proceedings
of the 52nd Hawaii International Conference on System Sciences.
tom Dieck, M. C., & Jung, T. H. (2017). Value of augmented reality at cultural heritage sites: A
stakeholder approach. Journal of destination marketing & management, 6(2), 110-117.
Yung, R., & Khoo-Lattimore, C. (2017). New realities: a systematic literature review on virtual
reality and augmented reality in tourism research. Current Issues in Tourism, 1-26.
AUGMENTED REALITY
Learning of Children With Autism. In Augmented Reality for Enhanced Learning
Environments (pp. 142-169). IGI Global.
Martín-Gutiérrez, J., Mora, C. E., Añorbe-Díaz, B., & González-Marrero, A. (2017). Virtual
technologies trends in education. EURASIA Journal of Mathematics Science and
Technology Education, 13(2), 469-486.
Oyelude, A. A. (2017). Virtual and augmented reality in libraries and the education
sector. Library Hi Tech News, 34(4), 1-4.
Parvinen, P., Hamari, J., & Pöyry, E. (2019, January). Introduction to the Minitrack on Mixed,
Augmented and Virtual Reality: Co-designed Services and Applications. In Proceedings
of the 52nd Hawaii International Conference on System Sciences.
tom Dieck, M. C., & Jung, T. H. (2017). Value of augmented reality at cultural heritage sites: A
stakeholder approach. Journal of destination marketing & management, 6(2), 110-117.
Yung, R., & Khoo-Lattimore, C. (2017). New realities: a systematic literature review on virtual
reality and augmented reality in tourism research. Current Issues in Tourism, 1-26.
1 out of 14
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