Friday 22 March 2019

Future Scope of Virtual Reality & Augmented Reality for an Immersive E-learning Experience

The technological advancements in corporate training result in a workforce which is more skilled and productive than ever before. With a change in ways the employees learn and apply knowledge, the scope of Augmented Reality and Virtual Reality for corporate training is also increasing. Today, the immense potential of both these technologies have transformed the entire e-learning experience for corporate learners. AR is the enhanced version of reality created using innovative technology to provide digital information on an image of some object.


AR technology embeds with mobile learning apps accessible on smartphones and tablets. AR-based mobile apps use the phone’s camera to scan any product and provide a layer of information, including text and images. VR  defines the use of computer technology to create a simulated learning environment. It transposes the users from the real world to a virtual environment through visors or goggles, where they can move or look in any direction, as of they were physically there.

VR & AR will remain the common buzzwords in the year 2019 and beyond. An example of VR is Google Cardboard which allows the users to turn on their smartphones into a VR headset using cardboard viewer. On the other hand, the example of AR technology is smart glass used in hospitals which allows surgeons to view x-ray from varied angles, examine patient’s bones and other details. As per the latest report by marketresearch.com, the adoption of VR products was valued at $1.37 billion in 2015 and is expected to reach $33.9 billion by 2022. On the other hand, the overall AR market was valued at $2.35 billion in 2015 and expected to increase to $117.4 billion by the year 2022. [Source: https://www.marketresearch.com/MarketsandMarkets-v3719/Augmented-Reality-Virtual-Device-Type-10086392/]

Engage Modern Workforce through AR and VR

The ever-evolving trends of using smartphones and tablets will encourage implementation of AR and VR technologies, which is expected to grow for enterprise applications such as game-based learning, sales training, product marketing, and more. Workforce engagement is another crucial aspect associated with an organization's success in terms of productivity and profitability. As per the research, Gallup found that 87% of the global personnel is either indifferent or disengaged with their organizations- costing billion dollars annually. [Source: https://news.gallup.com/opinion/gallup/191765/organizations-going-above-beyond-engage-employees.aspx]. Therefore, VR/AR technology serves as a viable solution which perfectly fits into these efforts. For instance, gamified e-learning experience uses VR technology to instruct an employee during an onboarding program. Or safety training content is designed which uses AR to guide learners with the safety instructions at the workplace or manufacturing unit.

As per the statistics, the AR and VR market is expected to reach 209.2 million US dollars by the year 2022.
Figure 1: Forecast AR and VR Market Size
Source: https://www.statista.com/statistics/591181/global-augmented-virtual-reality-market-size/

The above graph gives a clear picture of the potential of AR/VR in today’s digital era. Using AR and VR technologies help to deliver training experiences- engaging, relevant, and measurable.

2 comments:

  1. Nice Blog. Thanks for sharing.

    Natasha from Idya - Best AR Development Company in Brisbane

    ReplyDelete
  2. Augmented reality in education can gives a number of purposes which helps the students easily acquire, process, and remember the information. The future is already here, and it is virtual. Thanks for the blog. Please see this site.
    Virtual Reality Development Ottawa

    ReplyDelete