|[May 15, 2017]
VR in Education Market - Trends and Forecasts by Technavio
Technavio's latest report on the global
VR in the education market provides an analysis of the
most important trends expected to impact the market outlook from
defines an emerging trend as a factor that has the potential to
significantly impact the market and contribute to its growth or decline.
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Technavio has published a new report on the global VR in the education sector market from 2017-2021. (Graphic: Business Wire)
Jhansi Mary, a lead analyst from Technavio, specializing in research on
technology sector, says, "Within the K-12 segment, the
appropriate application of VR will take time as educators have just
realized the benefits of VR from a technical and immersive learning
perspective. It is extremely important for educators to understand that
K-12 students are young and in their formative years, and the use of VR
at this stage can strongly influence their overall personality."
VR in the education market is expected to reach USD 1,700.66
million in 2021, growing at a CAGR of more than 55%. Regionally, North
America is expected to dominate the market due to the growing investment
and higher adoption of technology in the education sector. Based on the
product segment, the VR content segment is expected to grow at a higher
CAGR during the forecast period, owing to its inherent requirements and
the high demand in the learning environment.
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The top three emerging trends driving the global VR in the education
market according to Technavio research analysts are:
Incorporation of SLAM technology
Simultaneous localization and mapping (SLAM) is a popular and important
autonomous mapping and navigation technique in mobile robotics. This
technology was mainly used in NASA robots for the creation of unknown
environments maps. Also, given its high accuracy feature, it is used in
their positioning devices.
"SLAM technology is expected to be used in smartphones
integrated with VR headsets; wherein positioning can be enabled on the
web using the smartphone's camera, which will allow a user to visualize
and interact in the VR environment," according to Jhansi.
Increasing use of VR in medical training
The use of VR in medical schools has become popular for instructing and
educating young students. The VR platform provides medical students an
interactive method to learn and understand various aspects of medical
From the institution's perspective, the use of VR saves huge time and
resources, as it does not have to go through the traditional training
process in many aspects. Students will be more comfortable in dealing
with virtual scenarios, as it allows the higher probability of trail and
errors, due to which students can repeat the process as often as
VR facilitates collaborative learning
Virtual collaboration is already the norm in the current world,
whether through email, basecamp, Google (News - Alert) docs, or other virtual spaces.
VR takes the collaboration further by providing a common space that
looks and feels like a shared room, giving the feeling of sharing a
physical space with other users.
A virtual space to collaborate in the education sector will allow
students from different regions to interact and collaborate with each
other. For example, a student studying fifth grade in India can share a
space with a student of fifth grade in the US and can collaborate in
real space, which surpasses email or video conferencing.
The key vendors are as follows:
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company develops over 2000 pieces of research every year, covering more
than 500 technologies across 80 countries. Technavio has about 300
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research assignments across the latest leading edge technologies.
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and top-down approaches, besides using in-house market modeling tools
and proprietary databases. They corroborate this data with the data
obtained from various market participants and stakeholders across the
value chain, including vendors, service providers, distributors,
re-sellers, and end-users.
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View source version on businesswire.com: http://www.businesswire.com/news/home/20170515006621/en/
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