Virtual Reality in Education


Wintersemester 2019 - FESTO Didactic


The target of this project was to analyze the opportunities, barriers and possible application areas of virtual reality (VR) in technical training for FESTO Didactic. Therefore, extensive literature research on existing findings for the usage of virtual reality in different sectors was done. Moreover, interviews with several teachers and students to get a deeper insight into the personal experiences and expectations of VR were done. Additionally, a trend analysis was conducted to identify relevant macro and micro trends. Finally, a scenario for FESTO Didactic was developed to describe a possible application of VR in technical training.

Market overview and trends

An important source for non-existing market situations is to look at analogous markets, which were investigated to find similar usages of VR. Besides the sectors gaming, sports, industry and education, especially interesting findings can be found in the medical sector. Thereby, the importance of realistic haptic feedback was shown by the results of the research. Moreover, interviews with teachers from an Austrian HTL were done, as well as with students of this technology-focused school. Therefore, a more personal and subjective view on the development and application of VR could be determined. Additionally, a comprehensive trend analysis was conducted, where macro trends, of technology in general, and micro trends, especially within VR, could be found.

Possible Applications

Through the research, two main applications of VR could be constituted. First, purely as a visualization tool and second, as an interactive tool - gathering more human sense - for technical training. Consequently, a potential future scenario was defined to give a certain picture of how VR could preferably be implemented for FESTO Didactic.

Back to overview