For any other developers out there, now is a good time to start honing those AR/VR skills! Also note that the "cost of entry" is a main barrier that has prevented the Education sector, and many others, from prospering from AR/VR. But with prices of headsets continuing to drop for all-inclusive experiences (e.g. Rift-S), we can finally start to see some headway in the profit arena.
“AR and VR educational applications shift the learning process from passive to active, allowing students to interact with content and practice their knowledge in real-time conditions,” said Eleftheria Kouri, Research Analyst at ABI Research. “Learning by experience leads to better understanding, enhances knowledge recall, and strengthens retention. Immersive and interactive experiences stimulate student’s motivation and increase their engagement level, which are fundamental factors for achieving learning goals.”
According to the company, funding is one of the primary barriers for massive adoption of AR/VR solutions within educational systems, due to the high cost of headsets along with the limited financial resources in many schools. Mobile device-based solutions are a cost-efficient option due to the existing large install base, although fully immersive experiences aren’t possible. Head-mounted experiences provide the most immersive experience possible but also can be challenging when it comes to price and implementation.
Average Selling Prices (ASPs) both for AR glasses are expected to significantly decrease in the next few years, reaching US$733 for monocular and US$347 for binocular by 2023, which will help bring more AR to space. VR does win out with device costs, though, with standalone headsets trending down toward US$200 ASP by 2023 and mobile-based VR housings far less. Ease of setup and use with standalone devices make it a favorite for educational purposes.