Learnstrument Group7 AR VR

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Virtual Reality (VR)

and
Augmented Reality (AR)
Group 7
• Ishan Radadiya
• Nitish
• Sahil Shirole
• Rohan Shet
• Nachiket Badgujar
• Heramb Gadgil

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 Agenda

• Introduction
• What is AR-VR
• Reason for AR-VR being an exemplary Learnstrument
• Application
• Over all impact

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 Introduction

Source- https://www.gcsm.eu/Papers/138/18.9_216.pdf
• Learnstrument demonstrates its functionality to its user while in user-
device interaction.
• It can use the inbuilt information and new inputs to interact with the
user.
• This can intern achieve better learning and teaching goals
• It can be used in order to increase productivity in work environments or
Industries
• It can also be coupled with Artificial Intelligence (AI) to interpret the
user inputs helping him/her to achieve personalised better and faster
Source- https://www.gcsm.eu/Papers/138/18.9_216.pdf
learning goals.

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 What is AR-VR
• The device aids the users to stay within an
immersive environment providing real-time
interactivity and no processing delays
• It can help us monitor thousands of real-time IoT
data feeds, via multi-dimensional holographic
displays.
• It can help us learn the concepts in 3D which is an
incredible way over the conventional way of
understanding the world in 2D

What do we need to do ?
• Upgrade ourself to 5G compatibility network Source- https://medium.com/badvr/5g-unlocking-the-potential-of-immersive-ar-vr-technologies-
ab59089656de
• Get ourself accustomed to the new technology

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 Why AR-VR (As a Learnstrument)
• By leveraging the education and spreading awareness, it can potentially bridge the gap of social, economic and
environmental causes of sustainable manufacturing between the people of saturated markets and people in hungry markets
• This will eventually help in sustainable value creation across different cultures in the globe
• Definitely a step forward towards Industry 4.O and Industrial Metaverse.
• In production it is important to master complexity, act flexibly, and have a high problem solving ability. The technical and
methodological competencies of employees are a key competitive factor. Therefore Virtual reality (VR) expands the
possibilities and application areas both specifically in learning factories and generally in further education.
• The 3D visualisation will foster clarity, transparency, understanding, and clear communication
• Definitely make ourself ready for the situations similar to that of Covid-19 Pandemic, Wars etc.

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3023351/mod_resource/content/0/FAB
https://isis.tu-berlin.de/pluginfile.php/
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 Application

https://www.youtube.com/watch?si=3GOgrvFFuZffsdI4&v=O7dXn9u2WEc&feature=youtu.be

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 Over all impact

• Social impact- While training participants entire learning environment adapted


to the unique real production environment is via virtual reality enables sense of
unity and equality.
• Economic impact- Cost reduction is tremendous as no physical model is
required for any kind of multidimensional training. Eventually lay a foundation
for Industy4.O and industrial metaverse
• Environmental impact- Environmental awareness and education about
sustainable manufacturing practice following folks to the people who are
unaware of the same

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 References
• https://medium.com/badvr/5g-unlocking-the-potential-of-immersive-ar-vr-technologies-ab59089656de
• https://d-nb.info/1257317792/34#:~:text=With%20Virtual%20Reality%2C%20training%20participants,in%20th
e%20virtual%20learning%20environment
• https://isis.tu-berlin.de/pluginfile.php/3023351/mod_resource/content/0/FAB%2002%20-%20
LCE%20Keynote%202020.pdf
• https://www.gcsm.eu/Papers/138/18.9_216.pdf
• https://isis.tu-berlin.de/mod/videoservice/view.php/cm/1693486/browse

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