An investigative study of long-term implication of extended reality applications in educational pursuits for learning-disabled population: a recommendation approach

S Dutt, R Sharma, P Suyal… - 2022 11th International …, 2022 - ieeexplore.ieee.org
2022 11th International Conference on System Modeling …, 2022ieeexplore.ieee.org
Extended Reality is the term that encloses Virtual Reality (VR), Augmented Reality (AR) and
Mixed Reality (MR). Virtual Reality experience provide impressiveness and eliminates the
physical world from view, In Augmented Reality virtual images overlays the physical world
and Mixed Reality presents an altered reality, to engage users to interact with an
environment, utilizing virtual objects. With the advent of the Extended Reality various tools
and assistive technologies have already been developed to support the disabled learners …
Extended Reality is the term that encloses Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR). Virtual Reality experience provide impressiveness and eliminates the physical world from view, In Augmented Reality virtual images overlays the physical world and Mixed Reality presents an altered reality, to engage users to interact with an environment, utilizing virtual objects. With the advent of the Extended Reality various tools and assistive technologies have already been developed to support the disabled learners. These applications increase learner's motivation, provide ease of interaction, develop their cognitive skills, improve short-term memory, and make overall learning interactive, also enhances learning experience of the learners. However, challenges of implementing XR are several, ranging from logistical, technical, high-costs and need for qualified staff and training in electronic competencies. As, XR in educating specially-abled is an unexplored domain. Therefore, this work presents an investigation on various XR applications in promoting education of learning-disabled and outlines their impact on learner. On the basis of the findings, a recommendation approach for use of XR in educational pursuits is presented for the concerned stakeholders, the designers, the developers, the manufacturers, the adopting educational institutions, the special educators and the learners.
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