Virtual Reality

How VR/AR is Changing the Way Students Learn?

Virtual Reality and Augmented Reality is changing the way students educate and helps them to see the future. We already have video technologies emerged in the 2000s, and we have started experiencing the VR and AR technologies in the classrooms too at present. With our personal and business lives moving to the digital world, it makes sense that education sectors from elementary school to professional development courses have migrated to advanced technologically focussed models.

Classroom Revolutionization - Augmented Reality and Virtual Reality:

The present education industries are offering engaging, experienced virtual reality applications that increasingly helps children to adults in enjoying the learning process effectively. The VR and AR technologies in the educational sector also help all students to learn more efficiently when compared to the traditional classroom methods by accommodating visual learners and overcoming language barriers.

With the drop in the prices of Augmented Reality and Virtual Reality, the technologies have become the most significant one and are accessible to mentors who are looking to succeed in those objectives. The feasibility for enclosing the Virtual Reality and Augmented Reality to their classrooms are inspiring.

Use Cases for improved learning experiences:

Virtual Field Trips indicates that the Augmented Reality and Virtual Reality are already in use in the education sector. After solving out the issues like charging, Wi-Fi network problems, the comfort level of teachers and students, most of the educators find this as a unique way to make their students engaged and learn the lessons now.

A Massachusetts high school teacher named Melinda Lohan is conducting different virtual field trips for the past three years and has stated that kids love the VR and AR technology to the core. Students get immersed in this kind of learning experience amid the school hours as they watch the lecture and take notes at home.

Apart from enabling education travel, Augmented Reality and Virtual Reality helps in enhancing motor skills, inspire learning through gamification and improve imaginative thinking and play. In addition to that, the increase in the number of educational applications with VR and AR technologies which focus on implementing complex thinking skills to authentic problems.

It helps children look at how they grasp these skills into the workplace and emerges what they learn more relevant to it. Augmented Reality and Virtual Reality applications can help in various educational purposes like professional development for police officers, service personnel and so forth.

Marketing to Educators:

Apart from the interest educators have in this VR and AR technology, and they also come forward to invest heavily in these technologies. Goldman Sachs estimates the amount of $700 million is being invested in Augmented Reality and Virtual Reality applications in Education by 2025 based on the Forbes stats. Gartner projects that 60% of America’s higher education associations will make use of the VR and AR classrooms by 2021.

The above statistics indicate that there is a massive opportunity for education marketers to authorize purchase agreement. Education marketing companies like MDR has started to support firms market to teachers by combining brand which offers AR and VR tools with the educators. It indulges helping tech laborers comprehend how to illustrate ways in solving their challenges or problems for their audience and whom they should market their products.

Many educators gain successful results from Virtual Reality and Augmented Reality technologies in the classroom as well as by hearing positive feedback from their teachers and students. It offers more startup-techs the opportunity to bring their solutions in the midst of the educator audience and endure disturbing what had once been such a defined and traditionary field.

Virtual Reality

VR/AR: The Future of EdTech

VR and AR: The Future of EdTech

The future of EdTech is quite inspiring! With new introductions to Augmented Reality and Virtual Reality, what's not to like? This type of unique innovation in education sectors and radical change will surprise you as well as frighten a few.

Only a small quantity of people accepts the change, but if you need your children to learn for their future, then you need to adopt these technologies and to take the changes efficiently. We live in a technological digital world which is moving forward every day at a phenomenal pace.

 

VR and AR: The Future of EdTech

Augmented Reality and Virtual Reality are two unique application but are combined and implemented together for bringing considerable benefits in the learning and development process. Imagining things is considered to have greater importance especially in education. Most of the students are not able to visualize the things they learn inside regular class teaching. VR and AR can make students look for the objects in 3D and therefore visualizing becomes easier.

Apart from that, students lack curiosity in case of normal class learning but with the VR and AR application development, they get too curious to learn about the things and succeed in knowing about the lessons thoroughly. AR and VR is the language of visuals that every student understand too easily. Even illiterate students get to catch the concepts with this breakthrough invention.

AR and VR technologies eliminate the language barrier and also brings higher research scope. Some medical colleges have started implementing this technology to teach students about the complex cases. Let’s check out these practices being implemented in every educational industry.

There are large solutions and products released with Virtual Reality and Augmented Reality technologies for educational industries and more are yet to come. Here we have listed down four essential answers that indicate that the VR and AR are the future of EdTech.

 

XR Scholar is a pioneer in the VR/AR platform designed especially for the secondary education industry. The XR Scholar scaffold makes use of the next generation technologies specifically VR and AR to provide educational content across the STEM Subjects like Science, Technology, Engineering, Maths, Humanities, and English to children in the classrooms.

The platform is based on the latest pedagogical approaches and methodologies which offers student learning analytics & insights and automated assessments. The product is developed to improve learning performance as well as engage students along with improvement in teaching efficiencies. The primary goal of the XR scholar is to focus on STEM and core humanities subjects.

News

Interactive VR Experiences for Different Industries across the Globe

Virtual reality has already made its presence prominent in the digitized business system. From automobiles to hospitality and from real estate to manufacturing, every industry is leveraging in this novel technology’s visualization techniques in different ways to stand out in the market. By deploying VR technology, today companies can substantially boost up their marketing strategy with compelling customer engaging features and manufacturers precisely design their products, visualize them, analyze them and modify multiple times before the products are sent to production. In fact, the benefits of virtual reality in business are countless. Cashing in on this opportunity, XR Technica is offering products and solutions in the domains of VR, AR Mixed Reality, AI and IoT to help companies attain greater values addition in their business

XR Technica is a new age immersive technology company with a complete focus on providing end to end solution to the clients. They offer a gamut of solutions through their flagship platforms like XR Haptics, XR scholar for different business verticals. Venkatesh Alagarsamy, CEO XR Technica elucidates, “We are the company that has successfully managed to crack the technology of using VR and Haptics together around the globe.XR Scholar – It’s another brainchild of XR Technica, which works in developing interactive Virtual Reality (IVR) for enhancing the school education. We manufacture our VR devices and reporting platform for teachers and have embedded AI along with the content for easier learning.”

"XR Technica is a new age immersive technology company 
with complete focus on providing end-to-end  solutions to the clients"

Emerged as an expert in VR simulators and training, XR Technica USP lies in developing interactive VR by embedding AI and haptics in standalone VR devices, effectively creating medical VR and AR assets and large scale implementation of next-gen technology solutions within the budget and timeline while uncompromising on quality. ” XR Services, a wing of XR Technica that offers customized solutions for various clients covering different industries. We always develop unique solutions and none of the solutions is repetitive which shows our commitment for innovation. We go beyond extra miles in understanding client needs and deliver high-quality solutions while never compromising on the quality of work. Our work starts from a proper workshop with the clients on deployment and we support them making a smooth transition on adopting the technology,” indicates Alagarsamy, CEO, XR Technica

Established as a Research and Development company in 2014, XR Technica has later emerged as a mainstream tech company and has served many reputed companies in various domain such as Oil Rigs, Wind Farms, Powe Plants, Universities, Healthcare, Libraries, Schools, Aerospace, Water Management authorities, and Fire Saftey authorities.
The company has been recognized as the second largest VR/AR development company in the APAC  region by CIO outlook magazine and chosen as an approved vendor to many universities as well as defense authorities across the globe.

Alagarsamy, CEO, XR Technica shares, ” Our company is stepping its foot in Europe, Middle East and The United States of America. We always welcome clients who want to try out our solutions. Right now, we’re working on XR Therapi – a unique platform that combines our haptics technology and VR to overcome psychological difficulties. Partnering with some of the experts from the field and a few research teams in the mental health industry, our findings are already released in scholar papers. We are in the final stages of releasing the product to commercial markets under pain management, mental health issues and assistance to Senior citizens to overcome depression and memory management. Further, we’re looking forward to collaborate with leading global educational institutions, healthcare services, manufacturing enterprises by breaking the geographical boundaries.”

News

Pioneering Haptic Touch that Redefines AR/VR

As the only company today that has successfully developed VR content with a haptic touch using their own in-house haptic devices, XR Technica has made an admirable mark in the AR/VR technology landscape. The company aims to be the leading solutions provider in the domains of AR/VR, Mixed Reality, AI, Medical Haptics, IoT, and Machine Learning. Beginning as an R&D company in 2014, XR Technica went mainstream as an AR/VR company owing to the success they achieved providing valuable solutions to clients, backed by XR Technica’s research and drive to make the world a better place to live in. The company delivers solutions for domains like oil and gas, mining, wind turbine, water plant training, school education, and university advanced medical training by using VR Haptics.

Understanding enterprises’ needs, “the company is engaged in providing innovative solutions which improve ROI and also solve problems for customers, cost-effectively,” says Venkatesh Alagarsamy, the CEO of XR Technica. For instance, their solution, XR Haptics provides live, cost-efficient, guided, and risk-free medical training along with training performance reports. The application of XR Haptics
in developing advanced cardiovascular life support (ACLS) training simulator, in vitro fertilization (IVF) training simulator, root canal treatment simulator, and neonatal resuscitation simulator is paving the path to revolutionizing
medical training.

The company also offers XR Scholar that develops Interactive Virtual Reality (IVR) to enhance students’ learning experience, student assessment, and educators’
knowledge transition. Another offering, XR Therapi combines haptic technology and VR for psychological applications such as addressing pain management, depression, and memory impairment. “We go beyond understanding client needs and deliver high-quality solutions without compromising on the quality of work,” states Alagarsamy. The XR Services wing of XR Technica customizes
solutions for clients, exhibiting their commitment to innovation.

XR Technica functions in areas comprising training, inspection, repair and maintenance, sales and marketing, data solutions, and VR medical haptics. “We
educate our client and work with them right from identifying the problem to build and deploy a complete solution along with support and solution enhancement as required,” explains Harry Mundru, the COO of XR Technica. The company also offers Proof of Concept (POC) for clients to visualize the experience before building the complete solution, empowering clients to make informed
decisions for the best fit solution.

"We go beyond understanding client needs and deliver high-quality 
solutions without compromising on the quality of work"

Exhibiting XR Technica’s ingenuity is the time when it was assigned the task of building a VR asset for the archaeology department of one of Australia’s top universities to showcase the digout site and also help students experience the historical evidence of the cave. Despite being a first of its kind system, XR delivered it within the required timeline without giving much stress to the client. This accomplishment has motivated the university to open new key areas where AR/VR can be used for much better purposes. This way, XR Technica is specialized in coming up with the most amicable solution for clients. During their R&D phase, the company collaborated with BDOs to build customized solutions for many of its clients across the globe. Some of their prominent clients include Vestas, Daimler, RLE International, Daimler, Latrobe University, and GGS solutions. XR Technica became a registered commercial entity in Australia, Europe, India, and Middle East countries.

Always welcoming clients who wish to try out their haptics solutions, XR brings alive the experience through the sense of touch in the air. XR Technica, with its new path-breaking technology using haptics, is ready to enter the market. Planning to expand their client base in Malaysia, Europe, and the U.S., “We are looking forward to collaborating with leading hospitals, government agencies, and healthcare services suppliers to take this technology beyond geographical boundaries,” concludes Alagarsamy.

Virtual Reality

Can VR Cause Empathy?

Empathy is the ability to understand and share someone else’s feelings. Empathy is regarded to be the most fundamental skills for every human being to communicate with the fellow person to manage conflicts to establish and maintain relationships. Most of the time these days we spend our time using technological products or platforms to communicate or network with each other as it creates adverse effects like high narcissism and low empathy level. As a result, our kids that are exposed to much of the technologies today removes empathy.

To overcome such huddle implementing VR can be a solution by keeping kids in the moment or environment which [VR] reduces that distance and improve their connection with the outside world. Experiences can cause empathy, but also it depends on what we are doing. Think about the video or written words. Neither of it automatically creates empathy, but each can be broken down in pieces and crafted carefully to can create a positive effect. Across dozens of studies since 2003, has shown that if one wants to leverage what makes VR special, physical activity helps. If we want to move people around, we should move them. No medium magically produces empathy. As Bill Gates remarked, “Content is king.”

In a study published, they presented data outlining empathy for coral. In the study conducted, 167 participants interacted with two different versions of a virtual rocky reef – a healthy one and the other devastated by global warming.

They inspected coral and other marine life, swimming through the scene by waving their physical arms around in a bosom stroke movement. For eight minutes, we recorded their body developments, precisely the amount they moved their hands. After the experience is complete, we inquired as to whether they were ready to invest energy in really finding out about sea preservation. We found a vast connection—the more individuals physically moved around while inspecting the virtual reef, the more they wanted to take in more about sea protection outside of VR. The relationship does not suggest causation, and it may be the case that individuals who were “green” were progressively keen on the substance and were likewise bound to need to take in more.

We are all created equal in the virtual world, and we can use this equality to help and address some of the sociological problems that society has yet to solve in the physical world. Empathy is not something we can work on and turn up or down at different times or situations.

Jeremy Bailenson is a professor of communication at Stanford University. His new book Experience On Demand: What Virtual Reality Is, How It Works, and What It Can Do (WW Norton & Co) is published on February 27

Haptics

HAPTICS-Touching lives through technology

Haptics has a most significant role in the world of  VR, and It’s a technology that converges with the people by using the sense of touch. The sensations can be widely organized into some “sensory channels,” and each of them can be differentiated by the various subset of biological receptors placed throughout the soft tissue, skin, etc.

What is haptics all about?

 The sensory channels are of three distinct types namely Tactile, Vibrotactile, thermal force.

 Tactile Feedback:

You might have experienced patterns on your skin’s surface, and this can be easily solved out with the help of the Tactile feedback, the tiny receptors collect these patterns of pressure and spread everywhere on your skin and explicate into the sensation array by the brain.

The tactile Feedback channel is considered to be the primary information source regarding the Object surface features, excellent shape, etc. Apart from them they also donate to the cognizance of size, weight, and textures.

Vibrotactile Feedback:

Everyone who comes up with VR and AR might have experienced this vibration feedback in any one form like a rumble of a game controller, the buzz of mobile phones, etc. Few VR might have tried Vibrotactile feedback wearables like Manus and Gloveone.

Thermal Force Feedback:

By the name, you might have come up with an idea about the thermal feedback, its the cold or warm type of haptics but they are considered to be one step ahead of the temperature. Realistic thermal feedback considers three significant modes of heat transfer namely Convection, conduction, and radiation.

What XR haptics do with haptics Technology?

XR haptics offers the complete solution to the tactile feedback challenges, and the haptic textile is capable of generating top-notch quality tactile feedback ina flexible, thin and wearable package. We at XR haptics make use of the patented microfluidic technology so that controlling the pressure of any type of actuators is secure across the textile surfaces.

We quickly form a virtually infinite array of perfect tactile sensations by varying the pressure, and we believe that this is one of the mandatory tactile feedback for fully immersive virtual reality.

While considering the Vibrotactile feedbacks, they are one of the essential sensory channels with the best quality hardware. At XR Haptics, we have come up with new integrations along with the shelf vibration actuators as similar to the one you can see on your mobile phones. The actuators of this types are developed to produce vibration feedback with high-fidelity in an inexpensive and compact form. We would say that software is one of the vibrotactile feedback’s challenge.

In the case of thermal Feedback, we at XR haptics heat and then cool water using the small reservoirs and then use the tiny channels in our XR haptics to control the water flow to create hotter and colder sensations.

XR Haptics provides the medical training solution with the help of “the virtual reality” for the medical students, nursing students, medical doctors, patients educations tools and other related health professionals. The XR Haptics make use of these virtual reality training tools that operate using the sense of touch and are considered to be the most effective education training tools.

Virtual Reality

VR/AR Shaping Future of Education

Education has seen a huge shift over the past few centuries. The overall literacy rate has gone up from 12 to 88 percent worldwide and has also seen growth in a number of student’s enrolment and schools every year. In parallel, our curriculum has also evolved to complement the education growth over a period. The recent boom on the internet has given an opportunity not only for students but everyone who wants to study, by creating a platform for self-study.  At this moment, a debate among scholars around the world arises about “Is traditional classrooms still effective medium in shaping the student’s future?”. The answer to a question may not be NO at present but moving forward the advancement in technology will vanish student from attending contemporary schools and universities. To prove that e-learning started benefiting the student to learn anytime anywhere and most importantly cost-effective.  Current education system puts pressure on students and teachers. Students often don’t understand why they are learning certain things which in return makes class purposeless. They are also under strict timelines which makes them less curious in what’s being thought at schools. On the other hand, teachers are having huge pressure in teaching, planning assessments, grading them, etc. As a result, teachers are unable to give 100 percent individual attention to students.

Having said, What’s the solution to make it interesting for students to be curious? With so much of technology popping out everyday, we must make use of them. VR/AR could be an alternative to the current static education method that has huge scope to change from how we are consuming today. VR/AR can create personalized learning that focuses on student’s individual needs. This could give students a choice of variety in programs, interactive learning, instructional approach to counter issues. This learning experience will give student’s more opportunity to be creative and open student’s imagination, address weakness and create their own preferences. In return, teachers can monitor individual student and maximize their input to everyone based on their weakness. Overall, students can get a personalized interactive learning experience.

Supporting the idea of using VR/AR, a report from Bill and Melinda Gates Foundation has found that students using personalized interactive learning has made greater progress compared to traditional leaning students. The researcher also backed with papers publishing articles of how positive impact in the brain from receiving information and processing with the help of interactive learning. So, the question arises why it’s not implemented in schools? The answer is simple if you need to provide individual attention to each student you need to hire more stuff which is practically impossible. This paves way for new technology like VR/AR to fill those voids and provide interactive learning to students.

Mastering a subject?

Mastering a subject for example maths or physics requires knowledge of past topics. To an extent our system function in that way but for a student to the master he just needs 40 to 50 percent of marks. The remaining 50 to 60 percent remains unclear or unknown to the student. As a result, the student is unable to master the subject to go further. In this way, our current education fails to provide a student with knowledge of the subject and allows him to progress with 40 to 50 percent of the knowledge which he acquired. Grading is not a reliable source of metric to judge once ability in mastering the subject. Schools and universities fail to give feedback to their students to achieve mastery in their field. The way to fix this is by creating a solution to achieve mastery-based learning with personal interactive learning.

Experiential learning engages students, build emotional senses, creates the context for memorization and enhances critical thinking. It basically helps students to learn a thing while doing. With more technology being created immersive technology with VR/AR will redefine education forward. It will redefine our relationship with information in consuming and using them.

VR/AR experience opens new imagination and creative process. As Albert Einstein said, “the only way of Knowledge is Experience”. Through VR/AR technologies we can put students into the virtual learning environments and give them experience in real-time. We can teleport students to Places that are impossible to visit. All the Learning process through VR/AR experience increases the efficiency of retention of knowledge. These technologies can be used to make students collaborate with any number of student’s different students around the world. The personalized, mastery, experiential method will revolutionize education thought around the world sooner or later.

Haptics

How Haptic Technology Works?

Haptic technology is the current hottest trend and has been developed in different forms. In spite of the various kinds of haptic technologies used, they all function around the same type of principle by making use of a combination of vibration, motion, and force to restrategize the touching sense. In this blog, we will have a look over the Haptic technology or the sensors and their working mechanism in depth.

Haptic sensors or technology are growing significantly and are used in different types of industries from Games console controllers to automobiles and smartphones. Few of the statistics have indicated that the implementation and production of haptic technologies will be $12.9 billion industry by the end of 2022.

Haptic technology is associated often with the clicks and buzzes of the notifications, alerts from our smartphones and the perceptive way they give us assessment as we interact with the technology or system. Haptic Technology is not new to the industry, they have used by manufacturers in electronics before the ’90s. Haptics is used mainly in automotive and medical applications. There are three different haptic technologies namely ERMV (Eccentric Rotating Mass Vibration) motors, LRAs (Linear Resonant Actuators) and Piezoelectric Actuators.

Working Mechanism of Haptics Technology:

Apart from utilizing the vibration, motion, and forces, Haptics sensors make use of a force assessment loop to deploy the user movement goes beyond a vibration alert.  The primary haptic technology principle is the electric current generation which drives a response in creating a vibration. This vibration process defines the variations of the technologies.

Regardless, not all haptic technology needs touch to work and this is known as non-contact haptics and make use of sensors technologies like concentrated air pockets and ultrasound to create an interactive 3D space all-around the user. After this, the user can interact with the device space without any physical touch.

Let’s have a detailed look over the three types of haptic sensors and their principle of working in depth.

Eccentric Rotating Mass Vibration:

The working mechanism of ERMV is as similar to the DC motor. The Electric current generates a magnetic field, and this magnetic field makes use of the off-center bias from the rotation point to drive an object in a circle. The magnetic force spread over the rotating mass builds an irregular centripetal force which induces the motor to produce a lateral vibration as well as forward and backward motions. The vibration intensity induced by Eccentric Rotating Mass Vibration is dependent often on the electrical conduction supplied to the system or device. When the driving circuit is simple, and ERMV’s would be the perfect haptic technology of choice.

Linear Resonant Actuators:

Linear Resonant Actuators utilizes both electrical conduction and magnetic fields to build an oscillating force along the single axis. When compared with Eccentric Rotating Mass Vibration, LRA’s skips DC and makes use of an AC Voltage. This electronic conduction drives a voice call that is forced besides a moving mass. A magnetic field is created when the voice call resonates with a similar frequency of the spring. The magnetic field stimulates the actuator to vibrate with a motion which can be left by a human. One can quickly change the AC input and adjust the Linear Resonance Actuators. LRSs can be used during the critical start/stop timing, and the vibration amplitude requires independent adjustment or the circuit can enforce a driver chip.

Piezoelectric Actuators:

Piezoelectric actuators are developed with a kind of ceramic material which contracts or expands when electric conduction is applied, generating force and motion. When a differential voltage is enforced amidst both Piezo actuator ends, it deforms or bends, producing a vibration.

When compared to both ERMV’s and LRA’s, Piezoelectric actuators are more precise due to their vibration ability at a full frequency and amplitude ranges which can be controlled independently using the driving AC voltage. The vibration and springs resonant frequencies do not rely on others so that the frequency can be altered freely without any significant efficiency loss.

The three crucial characterizations that have impeded broader adoption of this piezoelectric actuators is the power consumption, fragile nature of the materials and component cost.

With the continued proliferation of smartphones, hardware devices, and gaming, haptics technology will play an important part in bridging the personal device experience.