Augmented reality as an educational tool in higher education: A literature survey

Konstantinos-Iraklis Kokkinidis, Maria-Theodora Folina
Corresponding email: [email protected]

A B S T R A C T

Augmented Reality (AR) represents a promising technological advancement that this paper explores as a potential new educational tool. The integration of augmented reality applications into mobile devices facilitates interactive learning experiences for users. This integration transforms traditional printed educational materials into dynamic, interactive resources, aiming to enhance learner engagement, motivation, and overall educational outcomes. However, comprehending research trends and decision-making in this rapidly evolving field presents significant challenges. To address these challenges, this paper employs Bibliometrics, a method involving statistical and quantitative analysis of publications. Although augmented reality holds significant potential for higher education, limited studies have focused on its application, and scant attention has been given to bibliometric visualization. To bridge this gap, the paper utilizes VOSViewer, a bibliometric visualization software incorporating advanced machine learning techniques. The objective is to delineate the evolving landscape of augmented reality research from 2002 to the present and identify key research categories. Following an overview of the software’s functionality, artificial intelligence, and machine learning concepts, the study progresses to its practical stage. The research involves the retrieval of publications related to augmented reality from the Scopus bibliographic database, resulting in the identification of 730 relevant publications. After their retrieval, the paper conducts a comprehensive statistical analysis and employs VOSViewer for further processing. The culmination of the study involves the construction of bibliometric maps, visualizing keywords and terms extracted from the titles and abstracts of international scientific journal publications. The analysis of these maps yields valuable insights, observations, and conclusions, contributing to a better understanding of the current state and trends within the augmented reality research landscape. This approach facilitates informed decision-making and provides a foundation for future developments in the educational sector leveraging augmented reality technology conclusions.

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Virtual reality and augmented reality technologies: A closer look

Renas Rajab Asaad
Nawroz University, Kurdistan-Region, Iraq
[email protected]

A B S T R A C T
Virtual Reality (VR) and Augmented Reality (AR) technologies are based on the creation of a completely new scene that cannot be touched by the bare hand but is sensually perceived through a combination of artificial
visual and sound effects. Although the overall goal of these two technologies is similar, the artificial reality that can be created via VR or AR is not the same. VR is a computer-generated simulation of an alternate world or reality, primarily used in 3D movies and video games. Virtual reality creates a simulation that aims to close off the outside world or immerse the viewers, using computers and sensory equipment such as headphones and gloves. The HTC Vive, Samsung Gear VR glasses, and Google cardboard are some of the most popular devices used in VR. Virtual reality applications are not limited to entertainment and games only, but are also used in the field of education and medicine, for example, surgeons plan and train their operations, and it has also been used in the military field to simulate some military exercises under harsh conditions.

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