Evaluation of AR/VR Platforms for ImmersiveSkill-Based Training

Authors

  • Sameera Patel Vallway.org Author

Keywords:

AR/VR Training, Immersive Learning, Skill Acquisition, Simulation systems, Interactive Technologies

Abstract

Immersive technologies such as Augmented Reality (AR) and Virtual Reality (VR) have transformed contemporary training systems by enabling simulated, interactive, and controlled learning environments. Their application in skill based training has expanded across fields including healthcare, industrial safety, engineering, aviation, military operations, and vocational education. This study evaluates the pedagogical, technological, and usability dimensions of AR/VR platforms to determine their effectiveness in enhancing skill acquisition, learner engagement, and performance accuracy. The research synthesizes recent empirical findings and theoretical frameworks to analyze immersion, presence, cognitive load, haptic integration, motion tracking, and adaptability across leading AR/VR systems. Results from existing studies indicate that VR-based simulations significantly improve complex motor skills, while AR
environments enhance contextual understanding and real-time decision-making. Despite these advantages, challenges such as cybersickness, high hardware costs, limited content scalability, and technological constraints persist. The study concludes that AR/VR platforms offer substantial benefits for experiential learning, yet require advancements in ergonomics, accessibility, and multimodal sensory integration to achieve widespread adoption. Comprehensive evaluation criteria are proposed to guide educators, developers, and institutions in selecting suitable immersive training systems aligned with specific skill requirements and learner profiles.

Published

10/25/2023

How to Cite

Evaluation of AR/VR Platforms for ImmersiveSkill-Based Training. (2023). VW Applied Sciences, 5(3). https://link.vallway.org/index.php/vwas/article/view/94