Providers on augmented and virtual reality ROI

Why should colleges and universities invest financial resources in augmented and virtual reality?

“Augmented and virtual reality systems can actually reduce the financial burden on university and college programs that require a lot of consumables or expensive hands-on training systems. … I’ve seen a community college reduce the cost of its welding program from $2,800 to $1,800 per student per semester based on material savings alone.”

—Gary Daniels, consultant, Amtek Company


Link to main storyVirtual reality, real rewards in higher ed


“Universities are uniquely positioned to accelerate the change already happening throughout industry.  AR & VR technology investment allows students and faculty to shape their future workplace, whether it be designing VR games, early product design visualization or teaching doctors how to operate using virtual surgery.”

—Victoria Rege, global alliances and ecosystem development, VR, NVIDIA

“Visualization has become part of our daily life; we now prefer to search for answers on YouTube, because we like video more than reading text. … VR enhances collaboration, which is important not only for the education of students, but also for the stimulation of  their creativity and problem solving.”

—Kurt Doornaert, business and market director, VR Worldwide, Barco

“The experiences you can create with VR and AR can really enhance students’ lives. … It’s so much more impactful when you give them the first-person perspective and let them see through someone else’s eyes. You can open their eyes to what potential they can actually achieve.”

—Han Jin, CEO and co-founder, Lucid VR

“At a certain point, you’re going to have to do it just to keep up with the times… Generation Z is looking for virtual tours. They want to be able to ‘walk’ into a dorm and checkout what their life is going to be like before they travel hundreds of miles to campus.”

—Samantha Srolis, communications manager, Bowstring Studios

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