Keya Pan, 2025. "The Impact of AR and VR on Education and Entertainment" ESP International Journal of Advancements in Science & Technology (ESP-IJAST) Volume 3, Issue 2: 48-51.
Augmented Reality (AR) and Virtual Reality (VR) are transforming the way people learn and engage with content. In education, these immersive technologies enhance learning experiences by providing interactive simulations, virtual field trips, and hands-on training in various disciplines. In entertainment, AR and VR are revolutionizing gaming, film, and live events by offering audiences engaging and immersive experiences. As these technologies continue to advance, they have the potential to bridge gaps in traditional learning and redefine the future of entertainment. This paper explores the impact, benefits, and challenges of AR and VR in these domains.
[1] Bailenson, J. (2018). Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do. W.W. Norton & Company.
[2] Dede, C., Jacobson, J., & Richards, J. (2017). Virtual, Augmented, and Mixed Realities in Education. Springer.
[3] Freina, L., & Ott, M. (2015). "A Literature Review on Immersive Virtual Reality in Education: State of the Art and Perspectives." eLearning & Software for Education, (1), 133-141.
[4] Milgram, P., & Kishino, F. (1994). "A Taxonomy of Mixed Reality Visual Displays." IEICE Transactions on Information and Systems, 77(12), 1321–1329.
[5] Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). "A Systematic Review of Immersive Virtual Reality Applications for Higher Education." Education and Information Technologies, 25, 4169–4203.
[6] Slater, M., & Sanchez-Vives, M. V. (2016). "Enhancing Our Lives with Immersive Virtual Reality." Frontiers in Robotics and AI, 3(74).
[7] Skarbez, R., Brooks, F. P., & Whitton, M. C. (2018). "A Survey of Presence and Related Concepts in Virtual Reality." ACM Computing Surveys, 50(6), 96.
[8] Zhou, F., Duh, H. B. L., & Billinghurst, M. (2008). "Trends in Augmented Reality Tracking, Interaction, and Display: A Review of Ten Years of ISMAR." Proceedings of the IEEE International Symposium on Mixed and Augmented Reality (ISMAR), 193–202.
Augmented Reality (AR), Virtual Reality (VR), Immersive Technology, Interactive Learning, Digital Education, Virtual Labs, AR in Classrooms, VR Gaming, Immersive Storytelling, Entertainment Technology.