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Assignment 1 – Project Charter

PROJECT CHARTER ON AR-VR UNIVERSITY

AR and VR provide new angles for learning that, with proper integration, can
enhance student experiences. They can also bring concepts to life with stunning
visual displays. When the physical and digital worlds intersect, students gain vivid
context that supports instruction. Augmented reality, in particular, allows educators to
turn 2D devices into 3D devices. Students can see what is physically around them
and teachers can supplement that with relevant digital content. Though this was
originally developed for entertainment, mixed reality in education is also valuable.

(1) PROJECT DETAILS :-

1.1) Business Needs

VR and AR trends will help university to improve learning and boost


student engagement. In education, virtual reality is changing the way
material is presented. It produces a virtual environment based on facts that
users can view and interact with within three dimensions. The most
obvious benefit of virtual reality is its capacity to bring material from books
to life and make learning more fascinating and engaging. This makes it
different from normal education in university

1.2) Requirements

Internet connection
AR-VR tools
Mobile Devices (i.e Smartphone or Tablets)
Projector
Detailed Project Schedule
Defined Roles and Responsibility

(2) STAKEHOLDERS :-

i) Core Group : Students, Instructor, Co-teaching instructors , AR/VR


content , creators/developers….

ii) Involved Group : Digital accessibility staff , Teaching support staff

iii) Informed Group : classroom designers, research teams involved in


specific classes, Funding providers, school or department
administrators….
(3) MILESTONE SCHEDULE / SUMMARY OF TIMELINE

 Innovative
 Held meeting
 Planning and initiation
 Set target
 Arrange meeting with expertise
 Duration
 Set goals to achieve

(4) PROJECT CONSIDERATION

4.1) Risk Factors

 The traditional education is based on personal human communication and


interpersonal connections. Virtual reality is quite different; it is you and the
software, and nothing else. This can damage the relationships between
students and the overall human communication.
 Students were not able to adopt new way of teaching
 The possibility of students getting addicted to their virtual world is also big.
We’ve seen what video games and strong experiences do to people. We
can even take drugs as a good example; if what people experience is
better than their normal existence, there’s quite a big chance of them
becoming addicted.
 Advanced technology is often expensive. If we wish to expand this virtual
reality trend and reach the masses, we have to spend billions of dollars on
these features. The poor will not afford it; therefore, we will create
inequality in education.

4.2) Acceptance Criteria

 New technology acceptance


 Teachers should be capable enough to train students using ARVR tools
 Students should accept the new way of study

4.3) Challenges / Constraints

 VR is expensive
 Availability of VR Headsets
 Cyber-Sickness
 Dependence on hardware.

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