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Business Implications of Virtual Reality and Augmented Reality

Student: Shandygaeva Yuliya

Supervisor: Tatiana Yakushkina

Faculty: Graduate School of Business

Educational Programme: Business Informatics (Bachelor)

Year of Graduation: 2020

Exploring the degree of applicability and adaptability of virtual and augmented reality in education is the topic of work. In today's reality, technology helps in learning and is even an integral part of it, and due to the relevance of the IT technology in question, it has great potential for application in education. Firstly, technologies of virtual and augmented reality at the given moment are one of the crosscutting technologies that bring the interaction between a person and a computer to a new level. Secondly, digital platforms are one of the breakthrough innovations of our time, and educational online platforms are becoming more and more popular, starting to be used in more and more educational institutions, increasing the diversity of courses and improving the quality of content. The aim of the study is to develop an assessment scale of the effectiveness of implementation of AR and VR on educational online platforms, which has direct practical relevance for business and the quality of education. The results of the work can be used by real companies to assess the implementation, that is, using the built assessment scale creators of online platforms will be able to understand how effective the innovation under consideration for their company, whether the implementation will pay off and, in principle, benefit the audience. Also business will be able to assess the threats and understand how the implementation takes place, at what points it is worth paying attention specifically to them and what programs are best suited for the implementation of the conceived idea. To accomplish the following tasks are set: -provide the analysis of training digital platforms and literature on development of AR and VR technologies; - to study cases on introduction of considered IT technology; - to consider the software with which help it is possible to realise the given introduction; - to define the factors influencing introduction process; - to construct estimating system; - to draw a conclusion about efficiency of introduction of technology of virtual and the added reality on a concrete example of an online platform. The study consists of 4 main aspects, which are reflected in the structure of the work, which accordingly consists of the introduction, 4 main chapters, the conclusion and the list of literary sources. The first stage consists of a literature review to determine the current situation of the research objects, as well as to study the opinion of professionals on the possibility of introducing virtual and augmented reality in the field of education. The following two chapters provide more detailed information on online courses and IT topics. And the last step is practical and already in more details questions of business processes of introduction, criteria for an estimation of efficiency and construction of a technique of an estimation of efficiency of concretely described introduction from outside business and education are considered.

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