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Research Objectives

The document outlines a research project by a team focused on analyzing the usage of AR/VR hardware in educational environments. It identifies key areas of AR/VR application, particularly in education, and sets specific research objectives to classify hardware, assess current usage in institutions, and explore enhancement possibilities for the educational process. The research is planned to be conducted over 8-10 weeks alongside an academic writing course, leveraging the team's existing technical knowledge and available online resources.

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Abzal Orazbek
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0% found this document useful (0 votes)
5 views3 pages

Research Objectives

The document outlines a research project by a team focused on analyzing the usage of AR/VR hardware in educational environments. It identifies key areas of AR/VR application, particularly in education, and sets specific research objectives to classify hardware, assess current usage in institutions, and explore enhancement possibilities for the educational process. The research is planned to be conducted over 8-10 weeks alongside an academic writing course, leveraging the team's existing technical knowledge and available online resources.

Uploaded by

Abzal Orazbek
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Analysis of Virtual Reality and Augmented

Reality hardware usage in educational


environment
Research aims and questions

Team members
IT-2204

• Abdullakh Ismail
• Abzal Orazbek
• Sunkar Kurmet
• Ramazan Zainurainov

Step 1: Main subject area


AR/VR technology has been rapidly progressing in recent years. New AR/VR hardware
releases pretty frequently and manufactured in mass for general use. They come in
different shapes and sizes, each with its own quirks and features.

Step 2: Sub-areas
Education
AR/VR devices are new to educational field. Therefore, they are rarely used in
educational purposes. This rarity is also justified by price of these devices for mass use.

Retail
Some companies use AR/VR technologies in their stores to demonstrate how their
products function. Generally, this makes easier to understand and learn to use a
product.

Entertainment
Entertainment is most frequent use case of AR/VR. People tend to play video games and
watch videos with it.
Step 3: Selected sub-area
We chose educational field, since we are students and would like to find ways to apply
AR/VR to enhance educational process if possible.

Step 4: Questions
1. How AR/VR hardware can be classified based on use case?
2. What kind of AR/VR hardware currently used in education?
3. How new AR/VR hardware can be used to enhance educational process?

Step 5: Research objectives


1. Analyze new AR/VR hardware on the market and classify them into groups based
on similar patterns.
2. Analyze usage of AR/VR in various educational institutions.
3. Research possible use cases for AR/VR devices in education.

Step 6: Discussion
Schedule
We plan to conduct research along with “Academic Writing” course, so it will take about
8-10 weeks to fully complete research.

Our expertise
We already have great technical knowledge about AR/VR hardware. Some of us have
used them already.

Step 7: Checks
Our interest
We have a deep interest in this topic because we were students. We would like to find
out how we could use AR/VR to make education better for everyone.

Objective check
Our objectives matches with our goals, so we think that objectives are valid.
Resources
We have access to various internet resources which can be used to gather data. This
includes AR/VR manufacturer websites, university website and so on.

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