The Role of Artificial Intelligence and Machine Learning in Improving Virtual Reality in Education

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The global virtual reality in education market, which had a 2018 value of USD 656.6 million, is anticipated to grow to a projected value of USD 13,098.2 million by 2026

The global virtual reality in education market, which had a 2018 value of USD 656.6 million, is anticipated to grow to a projected value of USD 13,098.2 million by 2026, at a CAGR of 42.9%. The field of education has undergone a significant transformation thanks to virtual reality, which has led to the development of new teaching and learning techniques. Virtual reality offers you an immersive environment to explore things outside of the classroom. Students will learn information more quickly and experiment with new teaching methods with the aid of visualization.

VR in education has advantages in terms of better performance, increased collaboration, and comprehension. Due to the immersive virtual world experience, students' knowledge will grow. Collaboration between students will improve in virtual classrooms. Students' concentration and experimentation with things improve the learning environment and, consequently, their performance when they are in an immersive learning environment.

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DEMANDING INDUSTRY PLAYERS

Oculus distributed a number of VR headsets and standalone Go headsets to educational institutions around the world in order to take advantage of the growing role that VR is playing in visual education. In order to promote VR headsets, Oculus has also collaborated with the California State Library and carried out research with MIT and Harvard universities.

VR educational games for the HTC Vive include Speech trainer and the Lifeliqe VR museum. These games are effective at fostering motivation, creativity, and problem-solving skills. Many educational institutions use these games to provide advanced education to students and explore various knowledge-acquisition methods.

The companies that follow are a few of the major businesses profiled: 

  • Google
  • HTC Corporation
  • Facebook Technologies, LLC.
  • Samsung
  • Sony
  • Unimersiv
  • Alchemy Immersive
  • EON Reality Inc.
  • Schell Games
  • Veative Labs
  • Avantis Systems Ltd.
  • RegattaVR

The "Virtual Reality in Education Market Report 2020" from Fortune Business Insights is an in-depth overview of the market that covers over 60 geographies and provides high-level market segmentation for each one. The market in each geography is examined, along with market size by region and country, in the section on regional and national breakdowns. Additionally, it assesses the market's past and anticipated growth and highlights important trends and corporate expansion tactics.

Click here to learn more about the most recent developments in the Virtual Reality in Education Market. Virtual Reality (VR) in Education Market Size, Research, Growth Report 2026

SCOPE AND SEGMENTATION ASSOCIATED WITH THE REPORT

By Component: 

  • Hardware
  • Software
  • Content

By Application: 

  • K-12
  • Higher Education
  • Vocational Training

Depending on where you are: 

  • (The United States and Canada)
  • Europe (the United Kingdom, Germany, France, Italy, and the rest of the continent)
  • Asia-Pacific (including Southeast Asia, China, India, Japan, and the rest of the region)
  • Latin America (including Brazil, Mexico, and the remainder of the region)
  • South Africa, the Gulf Cooperation Council, and the rest of the Middle East and Africa

The study examines a number of crucial elements in order to comprehend the market, such as the most recent market dynamics, growth potential, and development trends, as well as market challenges, development threats, and risk factors. The information is easy to understand thanks to this comprehensive market overview. In addition to offering both short- and long-term market forecasts, the study also provides an analytical stance on the pertinent global market sector.

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What insights does the Virtual Reality in Education Market report provide to readers?

  • Virtual Reality in Education Market Fragmentation on the Basis of Product Type, End User, and Region
  • Comprehensive assessment of upstream starting materials, downstream demand, and the present market landscape.
  • Collaborations, RD projects, acquisitions, and product launches of each Virtual Reality in Education Market player
  • The various rules governments have placed on using the Virtual Reality in Education Market are described in detail. 

The inspirations for investing in this report

  • The research provides a detailed market overview by defining, describing, and classifying it.
  • The study includes the SWOT analysis and business plans of each vendor in the industry.
  • The report provides in-depth analyses of current market trends, trend forecasts, and growth drivers.
  • The study thoroughly analyzes the business's competitive landscape and significant market strategies.

About Us:

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