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Tiêu đề Transforming education with virtual reality
Chuyên ngành Education
Thể loại Book
Định dạng
Số trang 262
Dung lượng 4,79 MB

Nội dung

"The book provides an in-depth and comprehensive knowledge reviewof the use of virtual reality in the education industry and businesses. Virtual reality (VR) technology has thoroughly transformed education by providing engaging and immersive ways for students to experience their education and by offering visual learning, creative development, etc., to enhance their studies. Moreover, with increasing accessibility, both students and educators can utilize it for effective teaching and learning. By embracing this VR-related technology, teachers can transform traditional classrooms into lively ones. Businesses can also leverage VR for skilling, up-skilling, and re-skilling. This book is divided into two parts. Part I discusses the opportunities, challenges, and application of VR technology, and Part II focuses on reimagining education with the metaverse. Readers will find in this book: a description of the relationship between virtual reality and student behavior; a review of VR-enabled tools and techniques for an immersive environment; a discussion on VR in the context of vocational education by developing a conceptual framework and roadmap for its adoption; an overview of the advantages, disadvantages, and mechanisms of VR through a detailed analysis showing a comparison of the strong and weak points of the technologies being used in education; a look at the future of learning in the context of VR; a description of the relevance of VR in emerging economies with the help of bibliometric analysis and discusses its future potential; a review of Metaverse as a new education avatar showcasing diverse educational experiences and how to reimagine teaching; an explanation of the relevance of emerging digital technologies in upskilling employees in fashion retail to impart an immersive experience for customers; a proposed framework for mapping the use of VR for students with autistic spectrum disorder (ASD)."

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2. 1.2 The Two Perceptive Elements

3. 1.3 Immersive Tools and Technologies

4. 1.4 The Methodology

5. 1.5 Interaction Through Voice Assistant

6. 1.6 Improved Distraction Tracking

3. 2.3 The Tribes and the Concept of ‘Modern’ Society

4. 2.4 Status of Women in Tribal Societies

5. 2.5 Socio-Political Systems of Tribal Societies

6. 2.6 Conditions of Education, Health and Hygiene

7. 2.7 Application of Virtual Reality as a Learning Pedagogy toUnderstand Tribal Aspects

8. 2.8 Problems in the Implementation of VR Among theTribes

9. 2.9 Utilization of Virtual Reality to Connect Tribes with theMainstream

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3. 3.3 MAXHUB UC BM35 Bluetooth TeleconferenceSpeakerphone

2. 4.2 Benefits of Technology in the Education Sector

3. 4.3 Applications of Technological Products in Education

4. 4.4 PESTLE Analysis of Technological Products in theEducation Sector

5. 4.5 Successive Growth of Technological Products in India

6. 4.6 Conclusion

7. References

5. 5 Evolutionary Advantages of Virtual Reality in Education

1. 5.1 Introduction

2. 5.2 Differences Between Real and Virtual Space

3. 5.3 Use of Virtual Reality: A Matter of Concern

2. 6.2 The Current State of AI in Higher Education

3. 6.3 Advantages of AI in Higher Education

4. 6.4 Potential Risks of AI in Higher Education

5. 6.5 Ethical Considerations in AI in Higher Education

6. 6.6 Future of AI in Higher Education

2. 7.2 Techniques Used in Immersive Learning

3. 7.3 Advantages of Immersive Learning

4. 7.4 Disadvantages of Immersive Learning

5. 7.5 Virtual Reality

6. 7.6 Processing of VR

7. 7.7 Types of Virtual Reality

8. 7.8 Developing Content for VR

9. 7.9 Creating a Virtual Reality Environment

10. 7.10 VR in Education

11. 7.11 E-Learning and VR

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12. 7.12 The Usefulness of VR Technology in the Field ofEducation

13. 7.13 VR in Teacher Training and Pedagogy

14. 7.14 Creating an Immersive VR Environment withMaxWhere

15. 7.15 Applications or Software for Using VR Technology inthe Field of Education

16. 7.16 Growth of VR Technology in Education

17. 7.17 Obstacles in Using VR Technology

18. 7.18 Interpretation of Results

19. References

8. Part 2: REIMAGING EDUCATION WITH METAVERSE

1. 8 The Metaverse in Education: An Upcoming Future Trend

1. 8.1 Introduction

2. 8.2 XR in Metaverse

3. 8.3 Categories of Extended Reality (XR)

4. 8.4 XR and Learning

5. 8.5 Approaches of Learning in Metaverse

6. 8.6 Comparison of Classes in Person, Virtual Classes, and inthe Metaverse

7. 8.7 Challenges of Metaverse in Education

8. 8.8 Trends Supporting Metaverse in Education

2. 9.2 Types of Virtual Reality

3. 9.3 Various Types of Augmented Reality

4. 9.4 Virtual and Augmented Reality

5. 9.5 Application of Virtual Reality

6. 9.6 Implementation of VR in Education Sector

7. 9.7 Effects of Virtual Reality on Student Behavior

8. 9.8 Positive Effect of Virtual Reality on Students

9. 9.9 Negative Effect of Virtual Reality on Students

10. 9.10 Challenges Faced when Implementing VR in EducationSector

2. 10.2 Industry Key Players in VR in Education

3. 10.3 VR Market Segmentation in the Education Sector

4. 10.4 Application of VR in Education

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5. 10.5 Distance Learning

6. 10.6 Advantages of VR in the Classroom

7. 10.7 Disadvantages of VR in the Classroom

8. 10.8 How VR Will Improve Education

9. 10.9 Challenges of Implementing VR in Education

10. 10.10 How to Maximize the Benefits of VR in Education

4. 11.4 Findings and Results

5. 11.5 Methodology and Research Perspectives

6. 11.6 Temporal Analysis Using Word Clouds

7. 11.7 Future Research

8. 11.8 Conclusion

9. 11.9 Implications for Research and Practice

10. 11.10 Limitations of the Study

2. 14.2 What Makes Learning Deep Rooted?

3. 14.3 Definition of Virtual Reality

4. 14.4 Virtual Reality as an Instructive Tool

5. 14.5 Educator and Student Acceptance of VR Use inEducation

6. 14.6 Statistics of the Usage of Virtual Reality in theEducation Sector

7. 14.7 Enablers for Teaching with Technology

8. 14.8 Virtual Reality in Modern Education: Benefits

9. 14.9 Areas of VR Application in Education

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10. 14.10 Constraints and Challenges in the Path of VRLearning

11. 14.11 The Road Ahead

5. 15.5 Opportunities of Virtual Reality in Education

6. 15.6 Challenges of Virtual Reality in Education

7. 15.7 Conclusion

8. References

9. 16 Is Virtual Reality Really the Future of Learning?

1. 16.1 Introduction

2. 16.2 Virtual Reality History

3. 16.3 Virtual Reality Learning

4. 16.4 Benefits of Using Virtual Reality in Education

5. 16.5 Disadvantages of Learning through Virtual Reality

6. 16.6 Virtual Reality Applications

7. 16.7 Types of Virtual Reality

8. 16.8 Virtual Reality: Statistics

9. 16.9 Education with Virtual Reality

10. 16.10 Virtual Reality Used in Schools

11. 16.11 Virtual Reality’s Impact on Modern Education

12. 16.12 Virtual Reality Examples

13. 16.13 Classroom VR Implementation

14. 16.14 Secondary Schooling Using VR

15. 16.15 VR for Students who Struggle with Studying

16. 16.16 Difficulties in VR Education

17. 16.17 Future of VR in Education

18. 16.18 Conclusion

19. References

10. 17 Application of Virtual Reality for Education

1. 17.1 Introduction and Background of the Study

2. 17.2 Literature Review

3. 17.3 Methodology

4. 17.4 Literature Section

5. 17.5 Bibliometric Analysis and Discussion

6. 17.6 Conclusion and Future Scope

7. References

11. 18 Metaverse: A New Avatar - Based Technology for DiverseEducational Experiences

1. 18.1 Introduction

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3. 19.3 Findings and Conclusion

4. 19.4 Practical Implications and Discussion

5. 19.5 Scope for Future Studies

6. References

13. 20 Metaverse: Reimagining the Future of Teaching-Learning

1. 20.1 Introduction

2. 20.2 Using Metaverse and Its Tools in Education

3. 20.3 Advantages, Disadvantages, Challenges andRemedies to Challenges

4. 20.4 Organizations Working on Integrating Technology withEducation

5. 20.5 Conclusion

6. References

14. 21 Proposed Framework to Map Virtual Reality with AncientIndian Education System to Increase Neuroplasticity for AutisticSpectrum Disorder Children

1. 21.1 Introduction to Autism Spectrum Disorder

2. 21.2 Studies on Autism Spectrum Disorder

3. 21.3 Studies on Virtual Reality

4. 21.4 Studies on Ancient Indian Education System

5. 21.5 Studies on Neuroplasticity

6. 21.6 Brain: Normal and Autistic Children

7. 21.7 Research Area Explored and Unexplored

8. 21.8 Proposed Problem Statement

9. 21.9 Aim and Objectives

10. 21.10 Ancient Indian Education System: HolisticDevelopment

11. 21.11 Holistic Development: From Autism to Being Normal

12. 21.12 Virtual Reality and Autism Spectrum Disorder

13. 21.13 Implementation of Virtual Reality: Education

14. 21.14 Mapping Virtual Reality and Ancient Indian EducationSystem

15. 21.15 How Virtual Reality Helps Autism

16. 21.16 Algorithm for Virtual Reality in Autism

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17. 21.17 Pseudocode for Virtual Reality in Autism

18. 21.18 Proposed Neuroplasticity-Enabled VR Ancient IndianEducation

5. 22.5 Main Research Themes Covered in the Top Articles

6. 22.6 What Literature (available in SCOPUS) States aboutthe Concept of VR in Education

1. Table 10.1 Key players in VR in education [13]

2. Table 10.2 Virtual market segmentation [13]

3 Chapter 11

1. Table 11.1 Cluster details (Source: Table made by authors.)

2. Table 11.2 Future research questions for research in the area.(Source: Table

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4. Table 17.4 Top countries contributing to VR in educationresearch in emerging

5. Table 17.5 Top organizations contributing towards VR ineducation from emergin

6. Table 17.6 Keywords analysis in VR in education in emergingcountries (41 doc

7. Table 17.7 Most cited journals (Source: Created by authors usingVOSviewer)

2. Figure 7.2 ASSURE model for creating an IVR environment [22]

3. Figure 7.3 Impact of using virtual reality [15]

4. Figure 7.4 TAM model of using VR

3. Figure 9.3 World of virtual reality (Source: Unsplash.com)

4. Figure 9.4 A doctor learning about a treatment through VR based

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7. Figure 9.7 VR makes games feel like a real-life engagement.(Source: Unsplash

8. Figure 9.8 Students using virtual reality to understand concepts.(Source: Uns

9. Figure 9.9 Human behavior and actions are also affected by VR.(Source: Unspla

10. Figure 9.10 The immersive environment of VR also shapes thethoughts and ideas

1. Figure 13.1 Illustrative overview of virtual reality

2. Figure 13.2 Critical evaluation of using VR in education (Source:Author’s co

8 Chapter 14

1. Figure 14.1 Virtual reality market size in the education sector

2. Figure 14.2 Photo showing a student using a virtual realityheadset to learn a

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9. Figure 17.9 Co-citation network of VR in education in emergingcountries (Fra

10. Figure 17.10 Three field plot of VR in education in emergingcountries based o

11. Figure 17.11 Thematic map of VR in education in emergingcountries

3. Figure 21.3 Proposed special educational model

4. Figure 21.4 Proposed system design for acquiringneurolinguistics

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Part 1 MODERN

TECHNOLOGY IN EDUCATION:

OPPORTUNITIES, APPLICATION

AND

CHALLENGES

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A Novel Adaptive Framework for Immersive Learning Using VR in Education

Sudharson D 1 * , Reena Malik 2 , Rithish Ramamoorthy Sathya 1 , Vaishali

V 1 , Balavedhaa S 1 and Gautham S 1

1 Kumaraguru College of Technology, Coimbatore, India

2 Chitkara Business School, Chitkara University, Punjab, India

Abstract

Virtual reality, also known as VR, is a simulated 3D environment that allows users to interactand experience an immersive feeling through the virtual world The existing virtual realitytechniques have many complications and calibration issues that make it unfriendly foreducational purposes This chapter proposes a remedial method for the drawbacks andhinderances of the existing techniques using an adaptive learning framework This approachaims at creating a virtual reality system with changes in the existing software controls Themethodology enhances student learning methods through a virtual reality kit that includes alightweight head-mounted display (HMD) and a reprogrammable base system that caters toevery learner according to their capability It is important to make sure that the users, be theystudents or professors, do not use the VR system for a long time It is not necessary to have full-time learning through virtual reality as only a few concepts in the syllabus require 3Dexplanations It should be kept in such a way that technology increases interest in andengagement towards a subject without affecting the minds and health of users

Keywords: Virtual reality, adaptive learning, immersive classrooms, voice commands,

student progressive report, 3D environment, virtual reality kit, student engagement

1.1 Introduction

Virtual reality is an artificial immersive technology with three-dimensional environment whichcan be explored and experienced by users The computer-generated environment has graphicalscenes and objects that appear to be like real-life scenarios Virtual reality simulations are ofthree main types—non-immersive, fully immersive and semi-immersive [14] Non-immersivevirtual technology, which relies on input devices and computer consoles, allows users to remainconscious of their physical environment Fully immersive virtual reality provides users with themost lifelike simulation experience along with vision and sound Users need proper VR glassesfor the best experience The head-mounted display (HMD) offers high-resolution content whilethe display produces a stereoscopic 3D effect and integrates with input tracking to develop animmersive sensation In semi-immersive VR, users can experience a partially virtualenvironment that enables them to explore the imaginary world while also allowing them to beaware of their local surroundings This type of VR is usually employed for education or trainingthat partially resembles real-world mechanics In addition to that, different people from variouslocations can come into contact within a single virtual environment with a technique calledcollaborative virtual reality Here they can interact with each other by means of microphones,

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headsets and chatting Lately, people are getting used to virtual meetings and competitionsremotely The future of virtual meetings has been enhanced by collaborative VR.

The use of information and communication technologies in education can be extremelyimportant in providing instructors, students, and the learning processes with new and innovativeforms of support for adaptive learning [7] Compared to other industries, the area of educationadjusts to change more slowly, yet it invariably undergoes transformation to accommodatechanges A very promising use case for virtual reality is the education sector [15] Virtual realitycan expand educational opportunities beyond face-to-face learning to new locations anddemographics It gives access to immersive environments, which can help learners overcome thedrawbacks of the current remote and online learning practices Virtual reality can have an impact

on education in more ways than just increasing motivation and participation With immersive

VR, students may move around and interact while also having access to a variety of viewpointsand perspectives on things and scenes It is proven that virtual reality can offer differentimmersive learning techniques with a significant amount of student-teacher interaction

The current virtual reality techniques are functional in service, but do not seem to be costeffective It is not economical to set up a separate room space for everyone with propercalibration and several external sensors along with an omnidirectional treadmill One of themajor drawbacks of using virtual reality systems is that long-term usage might lead to physicalissues in the body like eye strain and dizziness It is crucial to consider the technology’s limitswhen trying to maintain immersion Visuals on low resolution displays may appear fuzzy and out

of focus Complex visual settings can result in visual distortions that can cause nausea

Technology has already involved itself in the education sector in many ways Almost all schoolsand colleges provide students with projector-based learning that allows the teacher to use amultimodal form of teaching and to interact with students better [12] Online learning classes viathe internet were a great breakthrough during the COVID-19 global pandemic, which helped tomanage and keep up with day-to-day classes A few institutions over the globe use immersiveclassrooms that are unique learning spaces where the walls and floors are projected with a 360°scene of the virtual world This interactive virtual reality experience is free of headsets withmulti-sensory effects like touch, smell, and sound Cave (cave automatic virtual environment)technology, an advanced version of projector-based learning, involves students in a moreimmersive way It is a video theater with rear-projection screens where students use 3D glasses

to see the graphics created inside

Virtual reality (VR) technology comes with certain devices like HMDs (head-mounted displays)and haptic sensors, which provide an immersive experience Visual display of virtual realitytechnology is done with the help of these head-mounted devices [2] HMDs have small displayoptics on one or each eye, integrated into eyeglasses or mounted on a helmet They are of twotypes—wired and wireless To enhance the user experience and provide the sense of touch alongwith vision, haptic gloves are used, which are wearable gloves that simulate tactile sensations ofvirtual objects They are used for kinesthetic communication where the sense of touch is added tothe visual interfaces Some companies are also providing haptic suits along with gloves Thereare multi-sensory devices which stimulate other senses and generate tactile feedback Tonavigate and control inside the virtual environment, hand-used controllers like touchpads,joysticks or thumbsticks are used

At the beginning stages of development, VR technology included many external sensors thatwere connected to a central PC through wires Additionally, they had to be calibrated each timethe VR was activated in a different space They then evolved into a wireless mode with the

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involvement of artificial intelligence The help of machine learning algorithms has increased thepotential of VR technology to a next level There are posture tracking systems with a set ofsensors and controllers that are used to track hands and legs with respect to the headconfiguration.

In gaming and other sectors, an omnidirectional treadmill (ODT) is used to make the technologymore interactive It is similar to a regular treadmill, but enables the user to locomote in anydirection, allowing a 360° movement They often come along with a few external sensors whichhelp in locating and detecting the user’s body position and movement An adaptive learningapproach using VR was proposed in which sensors are used to detect user’s emotions and getsensory feedback based on dialogue patterns, body language, facial expressions, and hapticpressure Sometimes, the system is integrated with wireless joysticks that allow users to navigateand interact in the virtual world

1.2 The Two Perceptive Elements

Immersion in virtual reality refers to the insight of being physically present in a non-physicalenvironment and interacting with the world of imagination and exploration It is a feeling ofinvolvement of the user in a simulated environment By simulating human senses like vision,hearing and touch, an immersive experience can be given to the user Immersion is of three maincategories—tactical, narrative and strategic Interaction is the term used to describe how a personand a virtual scene interact naturally With the help of input devices, it allows users to feel asense of being in the real environment [5] Utilizing the multi-dimensional perception dataoffered by VR scenes, imagination is the process of acquiring feelings that are both similar toand distinct from those found in the real world

1.2.1 Interactivity

When discussing virtual reality, interactivity refers to the specific connections made between theusers and the digital model It suggests that the user might take part in the information transferprocess facilitated by the computer Therefore, a medium is interactive if it enables the user tomodify the form or content of communication There are various levels of interaction: the lowestallows the user to do nothing more than select information; the intermediate allows the user toadd content; and the highest causes the virtual environment to react properly to the user’s input.Interactivity necessitates an integration of technology and architecture to be successfullydeployed because a user both provides and receives information [1] When a user makes changes

to virtual items or avatars, the virtual environment is said to be interactive When a virtual realityexperience is interactive, the user can interact with the virtual environment by pressing buttons,moving objects, making gestures, or utilizing other modalities to get input from it It has beenidentified that embodiment, which includes movement and gesture, leads to successful learningoutcomes

Interactive learning methods are beneficial because they enable direct control over the currentlearning Developers should strive to create a stimulating setting that actively promotes studentinquiry and critical thinking By integrating extraneous information into the virtual world,interactive aspects can help speed up the process of learning When users can quickly access thisdata to review their memory or employ prior knowledge to the activity, embedded learning istaking place [3] Within VR, it is possible to represent some ideas that call for a keen awareness

of spatial configuration, or how items on a three-dimensional (3D) plane relate to one another

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Regardless of prior skill, learners can practice and enhance spatial abilities since VRsurroundings are perceived as 3D Designers can employ a better grasp of spatiality by thinkingabout how to assist and challenge students with varying degrees of spatial skills in 3D space.1.2.2 Immersivity

Immersion is the physics of a system; it describes its technological capabilities The sensorysystem of a human body uses a variety of modalities, including vision, hearing, touch, smell,taste and force, to collect data about the immediate surroundings The sensory inputs arereproduced in the brain while perception involves bottom-up interpretation of the sensory dataand top-down interpretation of the past knowledge, objectives, and views based on thepreexisting conception of the world

A person typically tends to believe that he “knows” a room after just a short while of enteringthere Scanning data through eyes actually reveals that they foveate on a very limited number ofimportant locations in the space, and that the eyes follow recurring patterns between the scanningpathways The previous model of what a room is helps to determine the essential details Theconceptual system has deduced a complete room model in which the person is situated, despitehaving “seen” a tiny fraction of what is there to see

In terms of technology, virtual reality (VR) aims to replace real-world sensory experiences withcomputer-generated ones that are created from a statistical database that describes a 3D scene,and its animations and changes are brought on by user input [4] Only when sensory experiencesare effectively substituted, can the brain infer a visual model from the original input of sensorydata The participant’s consciousness is altered to perception of the virtual setting rather than thegenuine one, despite their certainty that this is not real The objective is to effectively replace realsensory data

Vision and hearing are the most common senses, accompanied by touch, smell and forcefeedback Taking the conventional VR system into consideration, it is mostly centered on visionand may have additional tactile feedback followed by sound For most of the applications, visionalone is often effective considering that it is perceptually outscoring for many people As aresult, users of VR commonly find themselves in situations where their visual system sends themthrough a ride of virtual experience, but all other sense experiences come from the actualphysical environment

Perception involves the entire body This implies that the body is put to use in a natural way tocomprehend Users turn their heads, move their eyes, lean down, look beneath, gaze over andaround while simultaneously reaching out, touching, pushing, and pulling Due to theseconstraints, the major technological goal of VR is to reproduce to the greatest extent the feasibleperception through such natural sensory dependencies For instance, while staring very closely at

an object in a cave or while wearing an HMD, ultimately, pixels can be seen; or in the majority

of current VR systems, if any random virtual object is being touched, it cannot be felt Animmersive VR system is one that enables perception through real-world sensory circumstances.The system’s ability to do this completely determines whether one can rotate 360° while viewing

a continuous low-latency refresh of the visual field, in line with the gaze direction With this,systems can be characterized as more immersive or less immersive Therefore, HMD proves to

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be more immersive than Cave in this sense because an HMD can depict something that a Cavecannot In a Cave, users can see their own body when they gaze down at it, whereas whilewearing a PHMD with head tracking, they can see a virtual human in place of their own.Movement-induced real-time reset of the sensory perception results in an illusory sense ofpresence in the artificial environment One reason why educators think immersive VR willbenefit learning is because it has the power to instantly take the user to an enhanced emotionalstate that can have favorable effects on involvement and attention.

After immersion, feeling of presence is yet another consideration With immersive VR, theillusion of presence is consistently maintained, giving students the impression that their bodiesare actually inside the virtual environment [10] If a VR participant uses their body to observe in

a natural way, the brain’s perceptual system may reach a conclusion that the perceivedenvironment is the user’s actual real-world surrounding Due to this, even if the user is awarethat he is not truly in the area displayed by the VR displays, he may experience the subjectiveillusion of presence What distinguishes VR apart from other forms of media is its inherentability to create experiences that recreate an illusory sense of place and reality

Since VR makes individuals react realistically, it could potentially be thought of as a realitysimulator This refers to the ability to immerse individuals in a scenario that representspotentially genuine occurrences with a high possibility that they will respond and move prettyrealistically This can clearly be used for a plethora of purposes, such as practice runs for actualevents, planning, tutoring, sharing of information, and so forth However, VR is also an unrealitysimulator because, in a few cases, it may illustrate occurrences that are either impossible to occur

or contradict fundamental principles of physics, such as defying gravity, thereby making themextremely unlikely to materialize In virtual reality, the physical laws can be manipulated orbroken and social norms can also be violated Participants can still react realistically as long assome fundamental rules are enforced, creating the illusion that they are in a virtual locationwhere actual events are occurring Virtual reality significantly broadens the diversity of humanexperiences in this way, considerably beyond what is likely to be found in physical reality Thisexplains the incredible capacity of VR to simulate both as a reality simulator and an unrealitysimulator that paradoxically results in realistic behavior

1.3 Immersive Tools and Technologies

Immersive technology refers to a device that exploits the 360-degree space to enlarge or create anew reality Users of immersive technology can view content from any angle since it makes use

of a 360-degree environment or sphere Digital images may be superimposed over the user’senvironment in some types of immersive technology to enhance reality Others completely cutoff a person from their surroundings and immerse them in a virtual world to create a new reality.1.3.1 Head-Mounted Displays (HMDs)

A head-mounted display (HMD) is a wearable head device that features a visual display in front

of the user’s eyes and is mounted in the form of a helmet The visual streaming of VRtechnology is done via these HMDs; hence, they are also known as virtual reality headsets or VRglasses The displays provide a large field of view to enhance immersion by covering the user’svision entirely In order to create a depth perception in the virtual scene, stereoscopic 3D

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imagery is used where the display shows different images of the same scene to the user’s eyes Aunique feature of the head-mounted device is the ability to track the user’s head movements androtations using machine learning algorithms The graphics in the display adjust to the movementsand provide the viewer an immersive sensation of actually being present in the virtualenvironment A few sensors in the HMD, including the gyroscope and accelerometer, are used tomeasure rotation.

There are sensors and cameras external to the HMD that are used for positional tracking of theuser They track the body, hand and leg movements within a particular range of radius HMDscan be either wired or wireless The different types are slide-on, discrete and integrated Slide-onHMD consists of a mobile holder, lenses, and some basic input Discrete HMD is moreimmersive and is connected to PC through wires Integrated HMD is the most expensive typewhich delivers VR experiences without any external hardware

1.3.2 Analog Sticks

An analog stick is a type of joystick that is used for two-dimensional input and consists of anextension from the controller In order to measure the precise position of the stick over its entirerange of motion, analog sticks require continuous electrical activity flowing throughpotentiometers Analog sticks were first widely used as gaming peripherals to better capture thecomplexities of control The analog stick is often used for moving the playable character or torotate the camera around the character

The utility of two analog sticks is better than that of one The second stick normally controls thecamera, while the left stick typically controls the movement of the character An analog stickmust achieve and maintain a neutral position for it to function properly, which is a state that thecontroller would read as an intended halt or absence of in-game movement This position would

be the exact center of the stick when it is not touched or moved

1.3.3 Haptic Feedback

Haptics is a technique that enables users to collect tactile stimuli through their senses byapplying pressure or vibrations Haptics replicates an interaction with a virtual object to give theimpression that it is realistic A user can engage with computer-based devices using haptics bygetting tactile and force feedback [11] The former describes the texture of the object in detail,whereas the latter imitates its physical characteristics The haptic feedback technology is dividedinto five main categories

Transcutaneous electrical nerve stimulation, or TENS, is a method of haptics that affects the toplayers of skin receptors It stimulates the muscles and ligaments in the musculoskeletal systemvia the skin Acupressure is applied to specific, localized parts of the body via cutaneous devices,which work with the skin’s outer layer There are several classifications under force feedback.The most popular type of haptics is vibrotactile feedback Vibro stimulators are used to applypressure to the defined receptors of human skin These sensors have a structure identical to thelayers of an onion and can take in vibrations up to 1000 hertz The skin can truly sense soundsince the frequency of typical human speech ranges from 80 to 250 hertz

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By sending electrical impulses to nerve endings and receptors, electro-tactile stimulators have animpact A user can experience a variety of sensations via electrical impulses that cannot beduplicated by any other current feedback methods Based on the frequency and strength of thefeedback applied to the skin, it can take on a variety of shapes The absence of mechanical ormoving parts is the electro-haptic feedback system’s main benefit over vibrotactile or forcefeedback The ability to create tiny arrays of electrodes and use them to create electro-tactiledisplays is another advantage of electro-neural stimulation.

A high frequency sound wave is an ultrasound To produce the delicate feedback, one or moreultrasonic emitters are used In these devices, a signal is sent from an emitter on one part of thebody to another This technique of transmission is referred to as acoustic time reversal In order

to ensure a noticeable impact, it is required to create a field of haptic feedback Since one emitter

is insufficiently potent, many emitters are used to produce physical, unseen interfaces in the air.The ultrasound waves create turbulence which can be sensed by users via their skin

The skin is in direct contact with the actuators’ grid, which is used to create thermal feedback.Thermoelectric diodes are often used to implement this effect However, heat cannot appear out

of thin air due to the law of energy conservation Only moving it from one location to another ispossible Additionally, it needs to be finished rapidly to give it a realistic sense As a result,thermal feedback-based haptic suits use a lot of energy

1.3.4 Gesture Control

Human-computer interaction, the foundation of virtual reality systems, has become anincreasingly significant component of contemporary science and technology goods as a result ofthe quick development of artificial intelligence technologies Virtual reality hand devices oroperational gloves are used more frequently for virtual reality engagement [13] However, usingthese tools is too complicated, thus gesture interaction based on the movement of bare hands willhave more potential The gesture recognition-based virtual reality interaction technology usescameras and other devices to detect human hand movements and allows users to interact with thevirtual environment Through easy movements, users may engage and manage the virtualenvironment

1.3.5 Spatial Sound

A 360-degree video or virtual reality experience can be powerfully enhanced with spatial audio

to totally immerse the user and focus their attention Although audio cues can guide a significantpart of the user’s attention, a fully immersive experience demands a detailed spatial audio mixand not merely afterthought cues Spatial audio creates a convincing auditory experience thatcorresponds to what we see and have already experienced It is crucial for the sound design to beincluded from the very beginning for the most authentic and immersive experience because poor

or inappropriate audio design and cues can undermine a believable result

In order to make decisions about the environment, the human brain analyzes auditory impulses in

a certain way With the help of hearing capability and the freedom to turn heads in space, peoplecan more accurately determine the location of an audio signal and the setting in which it is beingheard In virtual reality, spatial audio modifies audio signals to make them resemble real-world

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acoustic behavior A precise audio representation of a virtual environment is an essential elementfor creating a captivating and immersive experience In addition to enhancing immersion, spatialaudio also excels as a UI component, attracting the user’s attention to various plot points ordirecting them toward specific locations in a 360-degree video.

Spatial audio simulates how sound is processed in reality to enhance the authenticity ofinteractions After all, the sounds we hear on a daily basis are intricate We perceive sound inthree dimensions, paying attention to the position and direction of the noises For instance, whensomeone speaks to us in person, we can tell where their voice is coming from Throughimmersive technology, it is possible to give consumers the impression that they are sitting in areal environment using spatial audio For example, in a virtual meeting space, it would befeasible to tell who is speaking based on both their voice and the source of the audio, whichwould assist in focusing the user’s attention This may enable more profound relationships.Contrarily, spatial signals can be recognized regardless of a person’s attention span

It’s crucial to teach users how to react to circumstances in real-world settings in numeroustraining scenarios When training, spatial audio also aids in placing people in a more significantthree-dimensional space It serves as a reminder for users to be aware of their surroundings ratherthan concentrating solely on the virtual reality pictures that are directly in front of them Spatialaudio can help ensure that trainees acquire ingrained abilities The cognitive advantages ofspatial audio might help those with hearing loss and facilitate interactions between differentcustomers and employees Recent studies have also suggested that spatial audio may lessen stress

in a variety of settings Spatial audio can help to make the individual feel like they’re really inthe environment

1.4 The Methodology

Virtual reality (VR) technology was exclusively utilized in virtual conferences in the previousdecade, but it has now started to make the transition from a niche technology to one that can beused in everyday practice Although fully immersive VR has typical uses in gaming and otherentertainment forms, its use in other fields, namely education, is also increasing The utilization

of VR techniques in the classroom can improve student enthusiasm and attitude toward learning,offer experiential learning by comprehending real-life items, and give students the chance toreally utilize technology while exploring it The so-called immersion is a crucial component ofvirtual reality’s effectiveness in the educational space Moreover, virtual reality has a uniquefactor which sometimes is called spatial immersion The other aspect of spatial orientation that

VR offers enables learners to make more connections in their minds, which in turn improvesmemory retention

1.4.1 Collaborative Interaction in VR

New opportunities for interpersonal collaboration are offered by virtual worlds It is believed thatcooperative problem-solving will be crucial for workplace development in the future Positiveinterdependence between team members is created through collaborative, goal-oriented actions,whereby members of a group rely on one another’s talents to accomplish their objective Virtualreality experiences can incorporate collaborative learning elements like interdependence,deliberate group building, personal accountability, and emphasis on social skill development

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Virtual reality may also inspire people who are reluctant to take on leadership responsibilities to

be proactive and take on positions of greater responsibility Users were found to be more eager toassume a leadership role involving a virtual reality activity using an HMD than when doing thesame thing in a real-world group

Advantages of collaborative VR include:

 Easy to work with 3D rendition of objects.

 Minimizes traveling for educational meetings.

 Ensures engagement and interaction.

 Strengthens team spirit and working.

1.4.2 Interaction Through Gesture Technology

Human-computer interaction, a key supporting technology for virtual reality, offers a number ofinteractive modes based on various tasks and objectives, allowing users to experience totalimmersion in 3D virtual environments Virtual reality is a new interactive human-computerinterface and an emerging technology The windows, icons, menus, pointers (WIMP) interface isrestricted to two-dimensional (2D) planar items that cannot interact with things in three-dimensional (3D) space, which weakens the interaction’s true essence Therefore, newgeneration interfaces have been introduced in which interaction extends from a graphical userinterface to a natural user interface where the user interacts in a 3D environment by VRsimulation

With the ongoing advancement of interactive technology, VR has found widespread application

in a variety of industries, including gaming, healthcare, and education Gesture interactions haveoccupied a significant part of natural interaction as more businesses and academics invest in thestudy of related technologies and applications It is important to detect and recognize handmovements, program the computer to comprehend the true intention conveyed by gestures andcarry out related tasks in order to imitate daily activities in a virtual environment Additionally,users must receive relevant feedback in order to create a natural interactive experience

The gestures during an interaction can be classified on the basis of different semantics,spatiotemporal operational behaviors, interaction modes and ranges Prior to the advancement ofelectronic devices with touch screens, gesture signals were used on wearable sensor devices likedata gloves Information gathering using high-tech methods, such as electromyographic signalcapture, has gradually gained attention in recent years High-tech information gatheringtechniques like electromyographic signal capture have progressively become more popular inrecent years [9] Due to the complexity and unpredictability of the gesture, the outcome ofsubsequent gesture interactions will be greatly influenced by how the input signal from thedevice is processed, how the hand’s spatial posture is determined, and how a precise recognitionresult is obtained

Users can give the system simple commands, like selecting, moving, and deleting, as well asmore advanced ones like altering the interactive scene, controlling virtual objects, andperforming virtual actions [8] Depending on the context, it is possible to categorize and sum uphow gesture semantics and gesture motions are understood

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1.4.2.2 Gesture Semantics

Gestures are classified into intentional and unintentional movements in accordance withcognitive and behavioral psychology Unintentional movement means that the hand movementdoes not transmit any significant information, whereas intentional movement is a gesture.Depending on the involvement of communication elements, gestures are classified asmanipulative or communicative A manipulative gesture is when an individual moves their hands

to change the status of an object, such as moving and rotating it with their arm, whereas acommunicative gesture is a customized gesture with a specific information function They aretypically accompanied by verbal communication in a natural interaction situation, often usingsymbol and action gestures In a virtual environment or computer interaction, the gestures areidentified via cameras and sensors

1.5 Interaction Through Voice Assistant

Hands-free operations of a digital device are enabled by a user interface known as voice control

or voice assistance An internet connection is not mandatory for voice control to function Allprocessing is done locally, and interaction is one way (person to device) Natural languageprocessing and speech synthesis are used in voice control to assist users The user can customizecommands in some operating systems

Virtual assistants employ artificial intelligence (AI) to recognize and execute speech commands.Using clustering algorithms, a collection of speech clips is classified into groups according tohow similar its traits are Voice AI, a type of conversational AI, uses voice commands to receiveand comprehend instructions This technology enables machines to converse with one anotherand respond to user inquiries in natural language The voice AI chatbot has provided businessesamazing opportunities to serve customers since it can understand and speak in human language.Operations are scaled, productivity is raised, and processes are streamlined

About 55% of virtual assistant users favor speech recognition apps because they allow for free device use, according to the Pew Research Center The remarkable advancements in voice

hands-AI assistants have eliminated the need for touchscreen devices

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In the use-case of virtual reality for the educational field, a voice assistant system can beintegrated along with the head-mounted display (HMD), through which students will be able tointeract and navigate in the virtual reality environment For student assessment through classquizzes, they can choose to attend the test via either gesture or voice assistant technology.

1.6 Improved Distraction Tracking

Eye tracking is the study of subconscious eye movements and how they relate to a student’sfocus on the education process By offering a thorough evaluation with metrics and ascendingtrends in learning environments, eye tracking can be included in the learning process Eyetracking can be used to detect higher nerve functions like emotions, remorse, and disappointment

as well as memory processes Additionally, it has been demonstrated that decision-makingprocesses can be managed by eye-tracking devices According to a significant study, there is aninverse correlation between the quantity of eye movements made between significant objects inthe task context and the effectiveness of the task’s resolution [6] Modern eye-trackingtechnologies use a variety of infrared light sources and cameras to monitor the gaze Themajority of systems in use today operate on the principle that a variety of light sources illuminatethe eye and cause a reflex in the eyelid or cornea In order to calculate the vectors connecting theposition of the eye and the virtual environment location, the relationship between the eye pupilcenter and produced reflection is noted The estimated viewpoint in space follows the eye’smovements

The integration of virtual and augmented reality technology has significantly strengthened eyetracking, which was already utilized in science The idea of using eye tracking in VR technologyfor educational and learning purposes is a relatively recent development that has just begun totake shape lately Small-sized eye-tracking devices can now be used owing to recent technicaladvancements, including high-quality cameras These tiny gadgets can now be used incombination with wearable smart glasses or a VR headset to deliver precise eye movementmeasurements and substantial data sets Indicators of visual behavior can help us understand theinterpretive mechanisms that work behind the gaze These indicators include those for location,motion, numeracy, and latency The position of the gaze is measured using a Cartesiancoordinate system The numerical measurements of the eyes during scene perception are used todetermine the frequency of fixations and the movements of the eye between subsequent fixes,known as saccades The latency measurements are then used to calculate the transitory dynamics

of saccades and fixations After recording the fixations and successive saccades, analysis is done.The effective result of participant cooperation is correlated with the fixation time and totalviewing time in regions of non-cooperative solutions

A large portion of virtual reality research is focused on enhancing user experience andminimizing usability concerns, and eye-tracking technology is likely to be useful in thisendeavor In essence, eye tracking allows for the identification of the user’s current point ofattention in the virtual environment Additionally, VR can be utilized to shift the focus ofattention if it would improve the task’s success Students can concentrate more on their interestsand create individualized learning strategies by using data on students’ eye movements to helpteachers modify the structure of the lesson Virtual reality eye tracking has the potential toimprove the functionality of many different applications The virtual reality environment may

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respond to the movement of the user, activity, and sight using full-body motion tracking Theeye-tracking experimental setup in virtual reality technology is far more versatile and reassuringfor many disciplines of education because it can be strictly managed.

The chances of learning can be increased by controlling data gathering, ambient conditions, andproviding more natural stimuli for the user Pupil size and different emotions are related becausesignals made by eye movement, such as change in pupil diameter, can be used for sensitiverecognition Eye tracking can gather information about the student’s attention patterns in a 3D

VR environment in addition to employing gaze as an instrument Research has demonstrated thatthe usage of VR can control how people engage with one another during this process Eyetracking is being actively used in studies in the incorporation of eye movement in interactions.Virtual reality associated with eye tracking can be applied in the classroom to improve learningand evaluate student comprehension Assessment procedures can be completed in an immersivelearning environment with the slightest distraction A student’s unique characteristics, likecognitive capabilities and accomplishments, along with the knowledge of the completed course,might be considered

The trajectories of student learning can be modified to produce the best results When the tracking system notices that the student’s focus is shifting away from essential and significantvisuals in the virtual environment, attention-restoring visual signals must be generated anddisplayed Eye tracking not only detects inattention, but also controls the location andappearance of the signal Eye trackers are becoming increasingly affordable, portable, simple touse, and widely available to customers The use of eye tracking in VR for teaching purposes,however, is a novel idea in educational science; thus, there are numerous potential paths forfurther study Virtual reality has many educational benefits, including the opportunity toincorporate traditional laboratory experiences while removing the risks that come with them forstudents in high schools, colleges and universities Experimental work is therefore required todetermine how much of the learning process is hindered in such a setting

eye-A machine-based algorithm can be used to implement a few qualitative and quantitative researchmethods to evaluate students’ knowledge, skill level, and overall learning experience Furtherstudy may be able to demonstrate how personalized learning affects cheating on class tests andexams, along with the anxiety that encourages students to skip extra questions

1.7 Discussions

For the virtual world to be more interesting, interactive, and immersive, it will mimic real-timescenarios such as sunsets and sunrises In addition to that, the user will be helped to keep calmand relaxed with the help of a few ambient sounds of nature along with a customizable musiclibrary This virtual world is developed step by step with building assets, levels and texturedesigning using the game engines In addition to that, to keep the user attentive and interactive,the VR kit is programmed in such a way that a pop-up quiz will occasionally appear regardingthe subject topic The teacher or mentor has access to provide quizzes and test questions Thestudents will be reviewed based on these tests and their progress in respective subjects will benoted down The faculty will be able to view the student’s progress and marks The questionswill mostly be multiple choice (MCQs) A voice assistant is built into a device which will enablethe students to answer quiz questions by giving a voice command (see Figure 1.1)

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In the virtual world, students can access a platform where they can connect to a few interestedreadily supportive business personnel They would be present on particular days to get to knowabout the student’s capabilities and field of interest—be it academic or extracurricular Throughthis, the students get an opportunity to approach the officials with start-up ideas which have highbusiness potential This way they get many useful contacts and exposure to the real outsideworld All the tutors and mentees have access to virtual content and student progress to discovertheir capabilities and guide them with a streamlined syllabus This method would help thestudents achieve their goals even if they are not aware of them themselves The students will also

be able to freely build a professional resume All these functionalities offered by this VR kit arecompletely optional for them to opt into The digital wellbeing, test scores, student attentivenessand interests are detected and recorded These statistics help the teachers to understand moreabout their students and the work they are into

The VR kit is reprogrammable by the educational systems in two ways Firstly, not all schoolsand institutions have the same course syllabus There is an obvious difference in the curriculumfor different grade students in different institutions This kit offers a system where the syllabusand subject curriculum can be reprogrammed and added for the respective grades It provides abasic level over which the actual syllabus can be programmed as the learning content differsfrom place to place Secondly, the students of distinct age groups are interested in differentthemes So, the base environment in the virtual world is also reprogrammable alongside highlyinteractive real-time simulated graphics (see Figure 1.2)

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Figure 1.1 Adaptive framework for content filtration with respect to user level (Source:Author’s compilation).

1.8 Market Analysis

In 2021, the market for virtual reality in education was dominated by North America Theregions covered in this research were Asia-Pacific, North America, South America, WesternEurope, Eastern Europe, the Middle East, and Africa (see Figure 1.3) Due to its high price,virtual reality equipment did not previously see much acceptance However, due to technologicaladvancements and the economies of scale of large corporations, the adoption of virtual realityequipment has increased One of the key factors driving the development of virtual reality ineducation is the rising affordability of devices and applications Price reductions are the result ofthe introduction of consumer-grade VR headsets that work with smartphones, such as Samsung’sGear VR and Google’s Cardboard In contrast, the cost of VR headsets has decreased frombrands like Oculus, HTC, and Sony The availability of inexpensive VR technology and thedevelopment of user-friendly content creation tools are expected to accelerate the growth of the

VR industry in the education sector

Figure 1.2 Framework of VR in education (Source: Author compilation)

One of the technologies whose potential for development is most optimistic is virtual reality.According to a few research studies, spending on VR and AR will increase 21 times over thenext four years to reach nearly 15 billion euros These innovations will be necessary forbusinesses to achieve their goals of digitalization Therefore, it is anticipated that by 2020, morethan two-thirds of the most successful European companies will have a VR and AR businessmodel

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In 2016, the first consumer-grade virtual reality headset was introduced, which was initiallysomewhat expensive This is a result of the increased use of sensors, which is a wired setup thatneeds to be carefully calibrated each time The amount of playing is decreased as a result.However, by the end of 2020, the price will have dropped significantly to just one-third of what

it was in 2016 The wireless setup (mobile setup) is to blame for this substantial reduction, which

is made possible by the development of VR-based technologies Consumers can personallyaccess headsets with ease and businesses can easily spend money on a set to use for meetings,sales pitches, and other purposes

Figure 1.3 Global usage of VR for education

There is currently a great demand for user-friendly and feasible applications that go beyondtourism and marketing Virtual interfaces must also be addressed to prevent problems likeclipping and motion sickness that is caused by a mismatch between body movements and virtualenvironment experiences The development of wireless HD video-supporting headgear alongwith 8K resolution VR headsets is already being researched by leading technological companies

In view of all of this, virtual reality is no longer the stuff of science fiction It is a part of thepresent and, in upcoming years, will inspire inventions that will have an impact on the future

According to a national survey, 90% of teachers think virtual reality technology can effectivelygive pupils an immersive learning experience Tablets and portable computers were the first toappear in classrooms, but as you might expect, there wasn’t much space for interaction Virtualreality differs from all other forms of learning in this way It has been feasible to build a learningenvironment by projecting several realities using cutting-edge technology and knowledge Withfurther acceptance, VR technology has the potential to completely change the educationallandscape thanks to the engaging and immersive experience it offers as well as its capacity tosupport realistic learning activities

With new and cutting-edge technological tools being increasingly adopted to transform howeducation is imparted in classrooms and outside of their physical walls as well, the educationsector benefits from a close synergy with technology How closely the two have been linked can

be seen in everything from recorded video tapes to the use of portable tablets with educationalcontent, smart classrooms, AV projectors, as well as the online distribution and submission ofprojects Virtual reality technology advancements, affordable VR gear, and rising smartphonesophistication have made VR much more accessible and affordable

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Training for technicians and machine operators is a crucial area where VR technology maytransform education With virtual reality, students can practice using machines in a safeenvironment before applying their skills to live systems Compliance training is a further topicthat is being researched and is presently available In “safe” safety training, VR is widelyemployed It enables trainees to encounter the repercussions of risky actions and transgressions

of safety regulations Additionally, it assists them in exactly learning safety rules and gaining afirst-hand understanding of the situation they will be in [18]

In highly skilled trades that require accuracy and practice, VR is also advantageous In thesesituations, VR offers long-term financial advantages by removing the need to purchase practicematerials and enabling learners to perform the activity as many times as necessary until theymaster it [17] The intriguing field of virtual reality is already transforming e-learning India’seLearning businesses have correctly recognized the technology’s enormous potential and areutilizing it to the maximum Numerous studies are being conducted, and it is clear that VR willdominate the eLearning industry soon [19]

The use of virtual and augmented reality technology in the Indian market is still in its infancy.Several Indian startups are currently working to develop AR and VR solutions for the country’shigher education sector By offering a mentoring guide for incubation, certain State governments

in India are also actively helping startups in the VR and AR industries According to educationalexperts, the market demand for AR/VR learning solutions will grow over time Similar trends arehighlighted in industry surveys, which predict that the K–12 education market would rise sixtimes and reach $1.7 billion in value by 2022 Additionally, they note that educationalinstitutions will adopt hybrid learning models and use immersive technologies to providestudents with top-notch educational experiences [16]

The fourth industrial revolution will see a significant change in schooling thanks to technology.Additionally, it already has had an impact on every part of our lives Education is also a crucialcomponent of its natural development In summary, the future holds great promise for thoseregions that are able to adapt to change and incorporate new technologies In the coming tenyears, the Indian education sector will be fascinating and exciting to see

1.9 Result

The basics of adaptive learning are related to Batch Gradient Descent/BGD, Stochastic GradientDescent/SGD and mini-Batch Gradient Descent/ mini-BGD When the network is given withweights θ in any network then the learning factor is denoted by η, the function f(θ) and theassociated gradient can be represented as ∇f(θ)

Thus, Batch Gradient Descent/BGD can be represented as,

Hence, the minimum of θ1 with respect to the difference between θ1 and the given gradient off(θ) Then for any set of n elements it performs dynamically as computing relevant examples atevery update this ensures the convergence

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where (x(i); y(i)) is represented for every instance

Thus, mini-Batch Gradient Descent = θ1 − η.∇θ1 J (θ1; x (i:i + m); y (i:i + m)) → 3

for every sample m in range of n

The results of the study demonstrated that these characteristics have individual and combinedinfluence on a number of crucial aspects of VR learning VR adaptive learning experiences standout for their intense degrees of immersion and interaction Interaction effects showed that, in lowimmersion circumstances, interactivity is more significant for the sensation of agency andembodied learning, whereas immersion and interaction both helped learners feel more physicallypresent Visual effects have more power than words

1.10 Conclusion

Virtual reality education is indeed a virtue for higher secondary schools, colleges anduniversities Replacing the old text-based learning with virtual environment allows students toanalyze and study the subject more efficiently through the imaginary world based on the topic ofstudy Technology is still developing quickly, altering social standards and having an impact onevery aspect of human life Virtual reality has developed to the point where it has clear practicalapplications in addition to being valuable for theoretical educational purposes Virtual reality isbecoming more beneficial due to declining costs, widespread availability, and enhancedimmersive qualities It is also crucial to take each person’s goals, preferences, and knowledgeinto account As a result, investigating the learning process using simulations that arepurposefully created for embodied learning may be a significant area of focus for future research

2

When Technology Meets Tradition: Rediscovering Tribes Through Virtual Reality

Debanjana Nag

Dr Ambedkar Centre of Excellence, Central Tribal University of Andhra Pradesh, Andhra Pradesh, India

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The 21st century world has been converted into a global village with digitalized communicationtechnologies and liberalized economic policies Everything here is very transparent and easy toaccess virtually Digitalization is an invisible but powerful wire of communication networkswhich connects high-class elite to poor remote communities It opens up various areas in order toknow the world better with limited resources and enables mankind to reach the not so well-known or underprivileged segments such as the tribes There is a strong misconception of amajority of people that the tribes live a primitive and barbarous way of life But they are oftenenriched by a traditional but highly scientific indigenous knowledge system as well as strongcultural heritage The emerging concept of virtual reality (VR) can play a significant role inrediscovering and acknowledging the tribal system of knowledge Through VR, with enhancedviewership like 3D pictures or 360° panoramic videos, the world can experience a whole newsociety of the tribes It is an entirely new learning pedagogy where the conventional society canunderstand and educate themselves with the tribal knowledge, tribal lifestyle and culturalinheritance in a livelier and entertaining way Hence, the aim of this chapter is to discover thescope of virtual reality to enhance tribal education among the concurrent society It will also try

to figure out various aspects and challenges for tribal development through virtual reality, whichwill help bridge the growing gap between mainstream and tribal societies

Keywords: Virtual reality, mainstream society, indigenous knowledge system, tribal culture

2.1 Introduction

The recent era is passing through an age of information revolution We live in a virtual worldwhere we depend on digital technologies from macro-level aspects to our day-to-day chores.Newer technologies are being invented at a constant rate These innovations are growingexpectations of better living opportunities among human beings; as a result, they are movingtowards advanced digital learning pedagogies to understand the lifestyle of people across theglobe This virtual interaction is further mobilizing the process of cultural globalization in theform of the convergence of ideas, knowledge systems, and thoughts This globalization of culture

is a two-way process, i.e., global to local and local to global This local-global process ofglocalization is very important in this regard, which introduces us to local cultures, theircharacteristics, their occupational practices, and their lifestyle While discussing the local andindigenous culture, the question of tribes becomes very important The tribes refer to theaboriginals or the first inhabitants of a landscape, and their lifestyle reflects human– naturecoherence They generally live in the remote peripheries, and as a result, they are often isolatedfrom the mainstream world and vice versa This further results in their dysconnectivity frominformation technologies Virtual reality (VR) as a form of three-dimensional communicationtechnology that can help to bridge the perpetual gap between mainstream society and tribes.Hence, the main objectives of this paper will be to understand:

 Concept of communication and virtual reality as a tool of communication.

 Tribal society, its culture, and the concept of “modern” society.

 Application of virtual reality as a learning pedagogy to understand tribal aspects.

 Utilization of virtual reality to connect tribes with the mainstream.

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Thus, the chapter will be a detailed study of the newly emerging concept of virtual reality, itsscope in building communication processes in between transitional societies, and its role in thenear future to transform local-global cultures into popular culture.

2.2 Concept of Communication and Virtual Reality as a Tool

of Communication

Pye’s “Communications and Political Development” is one of the pioneering theories regardingthe communication process and the level of modernity in developing countries Based onchanging modes of communication, the theory classifies the forms of societal processes intothree segments: Traditional, Modern, and Transitional modes of society [1] In traditionalsocieties, the form of communication system was mainly face-to-face type, had a limited volume

of messages, was related to personal ties, and lacked a professional mode of communication Inthis type of society, the people are less active in the communication process because their type ofcommunication is limited to in-person relations and thus it also affects the development process

of the society In the modern communication system, the messages are meant explicitly for themasses, the volume of messages is huge, and the communication system is much moreprofessional It is twofold in nature where systems of feedback are available Hence, this type ofsociety is much more active in the development process and is considered in the category ofmodernized Most of the developed and industrialized countries of the world are kept in thismodel The third model of societies is the transitional society They are much more urban-centricand westernized in terms of communication modes but belong to a transitional nature.Developing countries like India come under this model where there is a migration from rural tourban areas, and people are well connected with the communication systems but still prefer tostick with their traditional values, especially in terms of non-material culture These kinds ofsocieties are both traditional and modernistic in nature depending on the circumstances Thus,Pye debates the relationship between the communication process and its exposure to modernity

in three types of societies in his theory

The process of communication can affect society on two basic levels: (i) at an individual leveland (ii) at a mass level At the individual level, it primarily changes the methodologies and livingstyles of an individual while at a mass level its consequences can be seen in “mass society, massculture, and mass behavior” [2] These three are the only ideas upon which modern societyrevolves With the term “mass” he tries to depict the behavior of an institution or structure inaggregate Mass Culture refers to a popular range of activities that society wants to engage withand respond to collectively, raising the question of mass behavior It can result in the “growth ofcommunication,” and “media exposure” is one of the key variables to check the level ofmodernity [3]

Thus, communication is one of the basic processes in each society It helps in the organizationand operationalization of each society from primitive to the more complex modern industrialsocieties Primitive or tribal societies are basically traditional societies that have a traditionalcommunication system with no specific structural units However, the communication processcan stabilize the social structure and culture of these societies These societies have a specificform of media known as traditional media or folk media, which helps to maintain their traditionalculture and form of society In modern society, the communication system is also modern Theyare easily adopted by “mass culture” or “popular culture” and society is also transformed into a

“mass society.”

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Tribal societies are not static but dynamic; hence, their form of society and culture change withtime As a result, the communication system of tribal society depends on the specific space andtime they are living in They often practice oral culture and after a certain point of time, due tocultural convergence, their indigenous elements can fade away Virtual reality as acommunication tool can spread the primordial concepts of tribal culture to the conventionalworld Generally, picturization or visualization of any concerned phenomenon is often betteradopted by mass culture Virtual reality as a three-dimensional panoramic device can give amuch more enjoyable and concrete way to communicate with each other’s culture and can play ahuge role in transforming an endangered culture into a mass culture or popular culture Virtualtechnological developments are playing a very important role in the creation of a “mass society.”Media, due to its wide accessibility and swift nature of mobility, created new forms ofdependency among people They now have a greater means of control over society and thevulnerabilities of the “real world” can be visualized clearly through media Thus, the spread ofvirtual reality can form a “coherent cultural environment” between tribal and conventionalsocieties where they can adopt the fine elements of each other’s culture for exemplary culturalrichness.

Virtual reality as a tool of communication technology has various roles to play to speed up theinformation revolution in societies Virtual reality “makes that (virtual) world in the windowlook real, sound real, feel real, and respond realistically to the viewer’s actions” [4] It can befurther defined as “the illusion of participation in a synthetic environment rather than externalobservation of such an environment” [5] Virtual reality relies on a three-dimensional,stereoscopic head-tracker display, hand/body tracking, and binaural sound It is an immersive,multi-sensory experience, which is a 360° computer-generated world where we can travel fromone culture to another, can engage in virtual games live, can experience innovative medicaldevelopments, and lots more Virtual reality can be engaged in everyday chores of our lives It is

a form of digital transformation that contributes to the cultural as well as economic revolution.The biggest example of it is the globalization of sports Through virtual reality, the currentgeneration of youth is living in a new world of games Play stations equipped with virtual realityare creating an immense scope for a newer form of market for games and sports, which is anunfamiliar world for most young people, especially middle-class youth in developing countries,and hence more enjoyable In the field of education, virtual reality is also opening up manyprogressive ways to tackle complex problems more easily One such field is soft skills, where thenew generation of learners with the help of virtual reality can create an artificial environment ofinterview panels and practice mock interviews to build up their confidence and enhance their softskills automatically In the same way, there are museums based on virtual reality that can allow

us to travel to different heterogeneous regions and cultures at a single point of time These kinds

of museums can be digital hubs where two different cultures can learn about each other andadopt the best from those cultures

Communication technologies have transformed from face-to-face communication to mediatedcommunication over the years Though face-to-face communication is always relevant andcannot be replaced by any other substitutes, mediated communication has also built its ownempire in the form of social media platforms like Facebook and YouTube Apart from this, otherforms of mediated technologies like cinema or documentary-making are also using various visualeffects to create live environments The popularity of these kinds of technologies is increasing

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mainly due to their two-dimensional exceptional picturization qualities that create quick stimulifor the content receivers In the same way, virtual reality being three-dimensional media as well

as a form of advanced and transcendent communication technology has the potential to changeall the former trajectories of viewership experiences and can generate a whole new system ofvisual emotions among the viewers It encourages us to understand the role of virtual reality indeveloping underdeveloped or dormant social groups, such as tribal communities, to pop up infront of conventional societies To discuss this more clearly, it is necessary to understand thetribes, their culture, their economy, and their system of living in a broader manner

2.3 The Tribes and the Concept of ‘Modern’ Society

The definition of a “tribe” itself is a debated concept While some describe a tribe as peopleliving in the primitive and barbarous stage of development [6], others define it as a group ofpeople having homogeneity in their territory, dialect, and culture [7] Most of the time, tribalsocieties are recognized as traditional and indigenous societies While modernity refers to therational thinking of human beings in any aspect, the terminology “traditional”/“indigenous”contrasts or opposes the term “modernity.” While the concept of modernity is a dynamic process,traditionality generally refers to an orthodox static process that has not been changed for a longtime This unchanged nature of traditional societies acknowledges them as being primitive or lessdeveloped in comparison to the mainstream societies that are much more advanced intechnology, which due to more exposure to the external world are expected to be relatively morerational and scientific than the tribal societies But the following questions arise:

 What are the scales of modernity?

 Are traditional/indigenous societies completely primitive or do they consist of elements that are rational in nature?

To understand this, we can employ the “Levels of Modernity” used by Inkeles and Smith [8].According to this scale, the levels of modernity can be understood by both the socio-economic aswell as socio-cultural behavior of a human being Whereas the socio-economic conditionsinclude the demographic scenario, educational status, occupation as well as family income, etc.,the socio-cultural elements are mainly based on non-material things, which include the thinkingprocess, condition of women in the society and their level of freedom, the use of scientific waysfor any aspect, their developmental goals, etc The socio-economic conditions, though animportant category to judge the better living status of a community, still are somewhat dependent

on the socio-cultural processes as the development of a society is mainly non-materialistic anddepends on factors such as to what extent women are socially as well as financially independent,

at what level people are using rational mechanisms to solve a problem, etc Grounded on theseconditions, the economy of a society rises The development of a society is purely based on thequalitative rather than the quantitative matters occurring in society The same can becomprehended by Amartya Sen’s capability theory approach, which is a measure to assesshuman well-being It focuses on human capital, social justice in terms of both monetary and non-monetary (gender-based) equality, and access to utilities (education, health, etc.) Hence, tounderstand the level of modernity in a tribal society, we can divide its way of living into thefollowing categories:

 Status of women in tribal societies

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 Socio-political systems of tribal societies

 Conditions of education, health, and hygiene.

Today’s era is one of digitalization which is trans in nature It is not limited to any boundariesbut can relate to any component, whether physical, social, or cultural In a real sense, the use oftechnology is mainly found in the depiction of socio-cultural issues, which often take the form of

a digital movement Hence, the assimilation of digital technology to decode social problems canmake the world easier and more cordial With reference to these, the above-mentioned categorieswill be an important part of this research study, as these particulars will provide a brief on thefacts concerning the elements that are modern and especially scientific in nature among thetribals It will also give us an idea through virtual reality how the characteristics of tribalcommunities can be showcased in front of the mainstream world

2.4 Status of Women in Tribal Societies

Tribal women, like any other social group, constitute about half of the total population [9] Inmost cases, they are very active in their social systems and participate in activities related tofinancial matters and community gatherings The largest matriarchal societies of the worldprimarily belong to tribal communities like Mosuo (China), Bribri (Costa Rica), Umoja (Kenya),Akan (Ghana and Khasi; India) [10] These societies have their individual social norms In theMosuo tribe, the right to property lies with females whereas in the Bribri tribe the family line isdecided by the mother’s clan In the same manner, Umoja women are responsible for handlingall financial matters as well as educating the upcoming generations While Akan tribal womenpose the succession to higher political grounds, the women in the Khasi tribe inherit theirdescent; hence, contrary to other parts of India, the men here adopt the surname of the bride aftermarriage Simultaneously, in value-based societies like India, social customs are rigid, andwomen are often judged by their relationship status Contrary to this, various tribal groups exist

in the country where polyandry is a common practice, such as the Todas of Nilgiri, Jaunsaries ofthe Himalayan foothills, etc

These are some examples that differentiate the culture of tribal society from mainstream society.These gendered issues can be documented worldwide to visualize the status of women indifferent forms of societies through virtual reality This will be very helpful for upcomingresearchers, especially for those involved in anthropology and sociology of gender, to analyzethe status of women in a more elaborated and scientific way sitting in any corner of the country

2.5 Socio-Political Systems of Tribal Societies

The socio-political systems of the tribal societies are very interesting Actually, these are thesocieties that have their own style of political dynamics According to Article 342 of the Indianconstitution, apart from having homogeneity in their socio-cultural aspects, the characteristics oftribes consist of self-sufficiency in their economy and self-governance Often this self-governance of tribes features a blend of oligarchy and democracy where the elder, who isgenerally the leader of the clan, has the power to deliver a verdict but all the members of the clanhelp in making decisions Another important part here is the participation of women at a largescale in all activities This participation is visible from the decision-making process to assist in

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financial activities like their presence in the local market or in other micro-level economicchores Other characteristics include features like community activities This may be in the form

of a community kitchen, community festival, or engagement in community services All suchcases represent a society that is united and collaborative in nature as well as knowledge of theindigenous systems being highly enriched

Virtual reality as a newer form of information device can bring up live examples of communitykitchens, community festivals, or such community-based activities in the form of 360°panoramic movies or documentaries It will create interest among the non-tribals to know aboutthe community organizations that are running throughout the world as a form of tribal society

2.6 Conditions of Education, Health and Hygiene

Education is the weapon to ignite the proper cultivation of the mind It teaches the way of life, tolive life, and to fight for social justice, liberty, and rights It is a path toward growth and perhapsthe only element that differentiates a human being from other living organisms The worldcurrently has an 87% literacy rate [11] While developed nations have already achieved anapproximately 99% literacy rate, the ratio in developing and underdeveloped countries isrelatively less, i.e., 70% on average In the case of India, the literacy rate is 74.04% and as perthe latest report released by the National Survey of India, 2022, it is 77.7% But when it comes tothe tribal population, the figures are comparatively low at 59%, among which 68.40% are malewhereas 49.40% are female [12] According to the data available in 2015, the overall dropoutrates are 31.3% for primary education, i.e., I-V, 48.2% for standard I-VIII, and 62.4% for theclasses I-X, respectively If analyzed acutely, it can be observed that the dropout rates increase atthe higher educational standards The data encourages us to understand the reasons behind thedropout rates in schools among tribal youth and the challenges they face in their day-to-day life

in pursuing formal education Habitation-wise, most of the tribal population in the countryresides either in forest abundant areas like the East-Central parts of the country or they live nearthe foothills or doabs About 12 percent inhabit the North-Eastern region, about five percent inthe Southern region, and about three percent in the Northern states [13]

Geographically, most of these areas belong to peripheries where the level of infrastructuraldevelopment is comparatively lower than the core cities and metropolises This is perhaps one ofthe reasons which prevents delivering formal education to these places Besides the geographicallimitations, there are various other boundaries that contribute as a hurdle for tribal education

Most of the tribal communities are linguistically heterogeneous This creates barriers to languageand communication for tribal education In a similar manner, the number of teachers trained inthe local language is also less, which creates an obstacle for the tribal population to avail formaleducation One of the basic challenges that the tribal population faces regarding formal education

is financial disability With the involvement of NEP 2020’s multiple entry and exit options, itwill become easier to solve this problem It will open a new trajectory for adult education in thecountry

Most of the tribal population is engaged in agriculture, which is done in the daytime This is one

of the reasons stated for the dropout rate among tribal children going to school at that particular

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time without any financial aid Hence, they prefer to engage the youth in cultivation rather thansending them to school Therefore, the schedule needs to be designed for the convenience of thelearner Besides, while talking about formal education there is a huge gap between differentstreams like science, arts, social science, etc Tribal populations have their indigenous way oflife, and while delivering education, they cannot be segregated under these divisions Hence, todeal with them a transdisciplinary format of education is needed where the curriculum should gobeyond textbooks and must deal with everyday problems.

The same goes for the health and hygiene of the tribal people The indigenous knowledge system

of tribals in the case of medicines is very rich They are enriched with traditional knowledge ofherbs These herbs are still unknown to most mainstream societies and need to be explored more.Among the health issues, the problem of sickle cell anemia is quite a common problem amongtribals It is the diminishing rate of red blood cells that ultimately reduces the blood pallets in thehuman body To decrease it, the Government is already taking various initiatives, from providinghealth infrastructure to financial support

Virtual reality as a new generation of technology can take on these issues in a virtual format andcan be used as a tool to document and picturize these problems for common people Virtualreality can also be used to teach about the indigenous medicinal systems of the tribes andpopularize them It will be an easier way to make those relatively less-literate people understandthe problems and measures in a simpler form which will also be visually interesting

The overall data shows that although the level of modernity in aspects concerning gendered andsocio-political issues is modern in nature, in terms of education, health, and hygiene they havetheir own system of knowledge, which is still either less popular or needs to be explored more.This can be done very efficiently with the help of virtual reality Virtual reality can also help increating awareness among these tribes of various health-related issues

2.7 Application of Virtual Reality as a Learning Pedagogy to Understand Tribal Aspects

Virtual reality (VR) as a mode of new education aid can transform the learning experiences offuture generations It enhances the perception level of a human being through visual stimuli Inaddition, 90% of information transmitted to the brain is visual, and visuals are processed 60,000times faster in the brain than text [14] Hence, virtual reality can be used as a tool to improve theabsorption power of a young brain where through visual enjoyment they can come across varioussituations, phenomena, and cultures of the world Especially in countries like India, wherelearning pedagogy is taking a new shape with the formulation of its New Education Policy 2020(NEP 2020), it is the need of the hour to adopt modern technologies like VR to improve thelearning skills of children The objective of NEP 2020 is to provide a quality education thatfocuses on the holistic development of a child through enhanced skills The present educationsystem is hastening toward a trans-disciplinary approach where there is no division of streams It

is a policy where a student with a science background is encouraged to know about society andculture to implement scientific values in society In the same manner, a student with a socialscience and humanities background is motivated to know the scientific values that are lying

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within society The aim is to erase the subject dichotomies and create a learning pedagogy that isbased on human values rather than just providing a job This is the point where tribal studiesbecome important.

Tribes as a relatively neglected community have various scientific properties and values that theywere preserving among them for ages They have their indigenous plants, herbs, and their tribalmedicines which are endowed with numerous scientific elements In the same way, their way ofliving, their culture, dance, songs, art, literature, food, etc., are also splendid and need to bedisplayed to the mainstream world Virtual museums with the help of virtual reality can exhibitthese hidden heritages to the forthcoming generations Through virtual reality, it will be aneverlasting experience for VR learners where they can understand the elements of undiscoveredsocieties with a visual treat Besides, it can create scopes of enormous research areas for futuredevelopmentalists to understand the basics minutely Virtual reality as a tool of learningpedagogy can also create a prospective market for VR tools, VR schools, and VR museums This

VR market has a wide spectrum for management trainees, tourism interns, and other researchers

India is a country of villages and till now 70% of its residents live in rural areas, 8% of which aretribes having their own physical, linguistic, and socio-cultural structures They are an integralpart of India’s micro-level development and regional planning Though there are various projectsand schemes to understand their problems and eradicate them to provide them with a better life,often these projects and schemes end up in failure due to interference in tribal autonomy orfailure in convincing them of the proposed developmental plans The tribes consider their localcultures to be definitely separate from modern cultures and many continue to assert theirautonomy and right to cultural self-determination [15] Virtual reality as a learning device cancreate interest among these tribes to know about contemporary ongoing developments throughdocumentaries, web docs, and other such entertainment movies It will create interest among thetribes to connect with the mainstream world without fear of losing their autonomy as wellbuilding trust within two immediate societies through scientific communication

Modern-era technologies are based on artificial intelligence and computer-basedrecommendation systems, also known as RS These recommendation systems are built with thehelp of various pre-defined algorithms and databases that help people by guiding their day-to-day choices This ranges from the selection of places to visit, hotels to stay in, and otherprominent areas of tourism, to the selection of any goods that one wants to buy They also makeuser-based recommendations of the best hospitals, jobs, or schools for children The use of theserecommendation systems to promote virtual reality has the ability to change the future ofteaching-learning pedagogy in the upcoming years These recommendation systems can also beused in the recommendation of tribal cultures, heritages, tribal music, art, sports, and science forvirtual reality museums Thus, the blend of technology and culture can diminish the gaps insocieties, and this can only be possible through the development of education Virtual reality as atool of learning pedagogy can definitely help in uplifting tribal societies

Virtual reality as a futuristic technology has various advantages in developing the learningpedagogy, skills, and knowledge level of a person; however, being an advanced technology, it isvery important to examine the problems that can arise when applying it in the real world To

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analyze the facts more elaborately, the study needs to understand the status of digitalization andthe shortcomings in the implementation of virtual reality Among the tribes.

2.8 Problems in the Implementation of VR Among the Tribes

Since the launch of the Digital India scheme in 2015, India has been in a race to meet thetechnological needs of the country While this campaign has met with huge success, resulting inIndia achieving the third spot in the global technology investment destinations list [16], it hasalso created a digital divide due to unequal distribution of technology among all citizens Underthe “General” caste category, 8% of people had access to a computer or a laptop compared to 1%

of Scheduled Tribes (STs) [17] Furthermore, the use of the Internet in rural areas is limited to31% In India, 5 out of 6 multidimensionally poor are from lower tribes, with 65 million ofthe 129 million people living in multidimensional poverty [18] In this regard, it becomes veryimportant to understand the cost-affordability relationship of advanced technology This cost-affordability relationship of technology is dependent on various factors The most importantamong them are:

1. Gross Income: While talking about digital innovations, the most important

factor that affects the consumption of technology is the financial capability of

a person As discussed earlier, in the case of rural and tribal India, the case is very transparent As per the reports, the poverty among the tribal population goes up to 76%; accordingly only 10% of the scheduled tribes benefit from the targeted schemes of the government [19] In this scenario, it is a question of to what extent these tribal communities are capable of investing

in advanced VR devices, such as VR multipliers or gaming machines, etc., which are very costly as per their income level Hence, the financial capability

or gross income of a person is a very important factor here that affects the consumption of technology.

2. Digital Literacy: This is knowledge about information technologies In the

above sections, the financial status of average tribes living in the country has already been discussed Though digitalization schemes are going at a rapid speed, the digital literacy rate is still very low among all the tribes across the country Here, the question arises as to what extent virtual reality will be fruitful without proper digital knowledge if implemented among the tribes Hence, it can be assumed to be an obstruction in the path of the execution of advanced technology among the tribes.

3. Stakeholder’s Involvement: Stakeholders or financers play a very

important role in providing instrumental support to any scheme Digitalization

of rural and tribal areas in this regard is an urgent need to eradicate the digital divide in the country It will only be possible when a good number of stakeholders, whether public or private, are willing to invest in the digitalization process in remote tribal areas.

4. Government Initiative: The Government’s initiative is the biggest

mechanism to deal with the problem of the digital divide The Government should take various initiatives with the help of various governmental and non- governmental organizations to avail advanced technologies like virtual reality

to bring it within reach of common people and comparatively less developed

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communities like tribes This can be done through a holistic approach and digital inclusion of tribes.

5. Digital Security: Online anonymity and data privacy are some of the recent

concerns affecting the virtual world Here, the implementation of virtual reality is a crucial issue Because tribes are a community that has lesser access to infrastructural amenities, digital security becomes a very important issue due to situations where online pirates can easily hack the personal data

of the targeted groups as they are less aware of digital piracy and the safety

of information It can certainly become the hurdle in the path of digitalization

of tribes, which can ultimately result in the implementation of virtual reality among the tribes.

These five key points of cost-affordability relationship are the biggest parameters that can affectthe implementation of not only virtual reality but also various other advanced digital techniques

In the upcoming sections, the chapter will focus on a detailed study of the prospectivetrajectories to utilize virtual reality at the ground level

2.9 Utilization of Virtual Reality to Connect Tribes with the Mainstream

Tribes are an important part of our social life They include those who tell us about our originand heritage, and especially teach us the skill to live with the basics within our physicalenvironment Though there are sociological and anthropological studies that often focus on tribalissues, the requirement of the time is to adopt tribal studies as an individual discipline It should

be mentioned that the newly emerging disciplines get focused attention, unlike when they wereclubbed within a broader disciplinary frame [20] Tribal studies as a separate curriculum entitycan draw mainstream society’s attention toward them It can attract them to read, learn and adoptvarious ways of living that are scientific in nature and sustainable toward the environment Inthis respect, virtual museums are one of the biggest ways to create scope for tribal development.They are a method to grow the tourism industry exponentially as well as to create learningpedagogy in an interesting way; and are also a part of recreation, leisure, entertainment, andknowledge for all age groups of society Hence, it can be said that virtual museums are a tool thatmultiplies the financial as well as infrastructural development of the country

India has already adopted various virtual museum tours during the COVID-19 pandemic period

to keep up the learning process Examples of such museums include the National Museum inNew Delhi, Indian Museum in Kolkata, Salar Jung Museum in Hyderabad, Victoria Memorial inKolkata, National Gallery of Modern Art in Delhi, etc [21] These museums establish theimportance of technology in infrastructural development The museums developed to use virtualreality as a main component can be termed as the developed stage of such virtual tours TheKiran Nadar Museum of Art in Saket, New Delhi, just launched 360-degree panoramicwalkthroughs of their exhibitions in the country [22] Pradhanmantri Sangrahalaya is a digitalmuseum that provides a VR-driven helicopter tour of India’s history and future [23] In the sameway, Sensistan is India’s first art-tech museum in Goa with VR, a laser room and a zipline [24].All these virtual reality museums are an example of India’s development towards a technology-oriented environment Simultaneously, there are also tribal museums in the country that havealready adopted the path of virtual reality to provide their visitors with an unforgettable

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experience The State Tribal Museum of Odisha has recently adopted virtual reality to showcasethe elements of Oraon tribe of Odisha [25] A tribal museum has also been established atKoregaon park in Pune airport by the Tribal Research and Training Institute [26] Besides, theGovernment of India has also decided to use up to 7D technologies with virtual reality andaugmented reality to pay tribute to the tribal freedom fighters of India [27].

The above instances show that the use of virtual reality has already created its own space in thefield of travel and tourism in the country The need of the hour is to identify other tribalmuseums like Araku Valley Tribal Museum in Andhra Pradesh, the Madhya Pradesh TribalMuseum in Bhopal, etc These tribal museums are situated in a tribal majority belt Hence,exposing them more with the help of virtual reality can create interest among the mainstream toknow about their tribal heritage These will also help to diminish the problems that occur due tomainstream interference in tribal society, as once they are more exposed to tribal cultures, theywill understand their heritage more acutely Apart from this, the problems mentioned in theprevious sections can also be dealt with in a proper way by creating awareness regarding theproper handling of instruments by trained volunteers/experts and using them for communitydevelopment rather than individual use at the initial stage In this way, virtual reality can play avery important role in the development of tribes and establish them as a modern culture in theforefront of mainstream society

2.10 Epilogue

This chapter presented a detailed study of how technology can be used as an applied science todisseminate ideas, knowledge systems, and skills that are highly scientific though traditional innature It attempted to bridge the gap between different streams of education and establishconnectivity between transdisciplinary approaches It also aimed to help in the understanding oftribal problems, their level of technological development, and how virtual reality as the latesttechnology can reach out to them as well as connect them with mainstream societies.Furthermore, the chapter also focused on the pros and cons of virtual reality, especially itsapplication among disadvantageous communities Virtual reality is an interaction mechanismthat can create an online community This community can interchange their ideas, knowledge,skills, and thoughts and build up a cordial relationship where they can understand the values,norms, and cultural practices of others and grow together to solve the societal problems of eachother mutually Virtual reality can also help in the mapping and documentation of triballivelihoods, tribal knowledge of medicines, indigenous tribal sports, tribal music, tribal dances,tribal painting, rare tribal musical instruments, etc., for the development of tribal communities.Hence, it has become important for academia, development scientists and researchers to recastvirtual reality from theoretical research to action research To penetrate the growth of virtualreality among the less developed or remote communities in the country, the study recommendsthe following suggestions:

 Adequate training and learning laboratory facilities should be established for providing proper knowledge regarding the application and uses of virtual reality among the tribes Only then can the initiative of lab-to-land and land- to-lab be instrumented successfully.

 Bhasha volunteers (language converters) should be appointed in more numbers in tribal areas who can teach the tribal people in their mother

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