Virtual and augmented reality (VR/AR)
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Virtual and augmented reality (VR/AR)
Virtual reality (VR) and augmented reality (AR) are two rapidly evolving technologies that have the potential to revolutionize the way we interact with our surroundings. While both technologies have similarities, they also have significant differences in terms of their applications, uses, and capabilities.
VR is a technology that allows users to immerse themselves in a completely digital environment. By wearing a headset or using a handheld device, users can experience a simulated reality that is designed to look and feel like a real environment. The technology uses computer-generated images, sounds, and other sensory inputs to create a fully immersive experience that can be used for a wide range of purposes, from gaming and entertainment to education and training.
AR, on the other hand, overlays digital information onto the real world. This is typically done through the use of a smartphone or tablet, which uses its camera to capture the user’s surroundings and then displays additional information on top of that image. This can include things like directions, product information, or even virtual objects that can be manipulated in the real world.
One of the most significant applications of VR and AR is in the field of education and training. VR can be used to create realistic simulations of dangerous or challenging situations, allowing students to practice and learn without the risk of injury or damage. For example, medical students can use VR to simulate surgical procedures, while pilots can use it to practice flying in different weather conditions or emergency situations.
AR can also be used in education and training, but in a different way. By overlaying digital information onto real-world objects, AR can provide students with additional context and information that they may not be able to see or understand otherwise. For example, an AR app could be used to overlay information about a painting or sculpture in a museum, giving users a deeper understanding of the artwork and its historical context.
Another area where VR and AR are being used is in entertainment. VR can be used to create immersive gaming experiences, allowing users to feel like they are really in the game world. AR, on the other hand, can be used to enhance live events like concerts and sports games, by overlaying additional information and effects onto the real-world environment.
Finally, VR and AR are also being used in the business world. VR can be used to create virtual showrooms or product demonstrations, allowing companies to showcase their products in a more immersive and engaging way. AR can be used in a similar way, by allowing customers to see how a product would look in their home or office before making a purchase.
In conclusion, VR and AR are two rapidly evolving technologies that have the potential to revolutionize a wide range of industries and applications. From education and training to entertainment and business, these technologies are already being used in a variety of innovative and exciting ways, and their potential for future growth and development is enormous.
Virtual and augmented reality (VR/AR)
RUBRIC
Excellent Quality
95-100%
Introduction 45-41 points
The background and significance of the problem and a clear statement of the research purpose is provided. The search history is mentioned.
Literature Support
91-84 points
The background and significance of the problem and a clear statement of the research purpose is provided. The search history is mentioned.
Methodology
58-53 points
Content is well-organized with headings for each slide and bulleted lists to group related material as needed. Use of font, color, graphics, effects, etc. to enhance readability and presentation content is excellent. Length requirements of 10 slides/pages or less is met.
Average Score
50-85%
40-38 points
More depth/detail for the background and significance is needed, or the research detail is not clear. No search history information is provided.
83-76 points
Review of relevant theoretical literature is evident, but there is little integration of studies into concepts related to problem. Review is partially focused and organized. Supporting and opposing research are included. Summary of information presented is included. Conclusion may not contain a biblical integration.
52-49 points
Content is somewhat organized, but no structure is apparent. The use of font, color, graphics, effects, etc. is occasionally detracting to the presentation content. Length requirements may not be met.
Poor Quality
0-45%
37-1 points
The background and/or significance are missing. No search history information is provided.
75-1 points
Review of relevant theoretical literature is evident, but there is no integration of studies into concepts related to problem. Review is partially focused and organized. Supporting and opposing research are not included in the summary of information presented. Conclusion does not contain a biblical integration.
48-1 points
There is no clear or logical organizational structure. No logical sequence is apparent. The use of font, color, graphics, effects etc. is often detracting to the presentation content. Length requirements may not be met
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