10 research outputs found

    Women’s Empowerment through the Silk Industry of Assam, India, and its underlying Economy

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    In the medieval era, the Royal families of Assam, India produced Muga silk fabrics. During the time of the Koch Dynasty (Historical Koch Country), Muga silk from ancient Pragjyotishpur and Koch Behar became an integral part of the trade with Bengal, Bhutan, Tibet, and the Mughals. Most households in Assam weave cloth and every girl child in the household acquires weaving skills at a very young age from her mother. In Sualkuchi, a town in Assam, there are approximately 6,872 female weavers. These weavers are very concerned about the preservation of traditional handloom weaving as they feel that over time the skills required for this could disappear. They feel that they are unable to work as efficiently in their old age as they had in their youth. The automated machine seems to be a sign of hope for them, but at the same time, they have a strong attachment to the traditional handlooms. Quite recently, the traders have started procuring traditional garments manufactured from cloth made by automated machines. This is a threat to the local weavers since these garments are sold at a lower price, and this poses a challenge to the traditional handloom fabrics of Assam. A sustainable model needs to be incorporated to improve the conditions of the local weavers. The introduction of modern techniques and business strategies will help to empower the weavers. Muga is a noninflammable, anti-bacterial, natural, lustrous gold fabric which absorbs UV rays from sunlight. Pat silk is hypoallergenic, and it contains sericin, which reduces allergic reactions in the skin. Eri is antifungal, and this makes it a unique fabric for face masks, baby clothes, undergarments, blankets, quilts, medical uses, mosquito nets or special attire to protect one from UV rays, fungus, bacteria, and insects. The full range of the unique qualities of the fabrics of Assam should be widely publicized to increase the consumer demand for these handlooms. The area also has the potential to make castor oil out of the castor plant (Ricinus Communis Linn), which is a fed to the Eri Silkworm

    The Role of Women in the Formation of Organizational Climates in Various Workspaces in Bengaluru, India

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    This study examined the influence of women in the formation of organizational climates and their effectiveness in this competitive era. Favorable climates and working conditions enhance work quality and increase organizational cohesion that develops interpersonal bonds to accomplish workplace goals. Women have faced multiple challenges in the banking industry. To address gender disparity, women leaders created initiatives to empower women and encourage society to pay attention to gender equality. Bank Presidents and Senior Managers have the responsibility of creating an organizational culture that is safer for women to participate in; organizations should be designed with women in mind. It is true that women employees appear to have a higher level of organizational commitment. They are often considered to be a key talent pool for industries. This study aimed to investigate the engagement of women in their organizational culture and to determine how this correlates with workplace conditions. The present study explored the challenges women face in maintaining positive working conditions and effective operative strategies. We collected data through a structured questionnaire with the help of convenience sampling from 124 working women of commercial, public, and foreign banks situated in Bengaluru. We analyzed the data quantitatively with the Likert scale, ranking analysis, and percentage analysis to identify antecedents of organizational climate and the role of women in building a professional environment. Results revealed that the significant problems faced by women to sustain a healthy climate in the workplace are lack of supervisor encouragement and the disparity in rewards and benefits. We further inferred that women employees shape their attitudes both in their personal and professional lives to accomplish their personal and organizational goals. They prioritize their jobs more than their personal needs to balance their personal and organizational requirements; however, they feel a lack of teamwork and require a better conflict management system

    Social Inclusion, Equality, Leadership, and Diversity to Attain Sustainable Development Goal 5 in the Indian Banking Industry

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    The UN SDG 5 aspires to end all kinds of bigotry and abuse of women, although gender bias still exists in India. Most bank employees are men; few women hold senior positions in India\u27s banking industry because of the country\u27s early history of limiting chances for women to enter the profession. The solution to this is to hire women in leadership positions from international locations if the banking sector opens. The development of the banking industry in India relies on the best talent. The banking sector must open its position for multinational expatriates to maintain diversity and bring forth the inclusivity of a multi-talented global workforce. The concept of liberalization, privatization, and globalization in the Indian context is limited. Privatization and globalization can only be anticipated if they have a multicultural workforce within the country and globally

    Virtual Reality and Sports Training: Revolutionizing Athletic Performance

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    DOI: 10.17605/OSF.IO/ERZSH Virtual Reality and Sports Training: Revolutionizing Athletic Performance. Surjit Singha, Assistant Professor, Department of Commerce, Kristu Jayanti College (Autonomous), Bengaluru, Karnataka, India. ORCID iD: 0000-0002-5730-8677 Ranjit Singha, PhD Research Scholar, Department of Psychology, Christ University, Bengaluru, Karnataka, India. ORCID iD: 0000-0002-3541-8752 Abstract: Virtual Reality (VR) is revolutionising the training and performance of athletes by providing a safe and controlled environment to simulate real-life game situations and develop skills. This technology offers a unique opportunity to improve athletes' athletic performance at all levels, from amateurs to professionals. This article will examine the applications of virtual reality in sports training, its benefits, and the obstacles that must be overcome to realise its full potential. VR applications in sports training offer personalised training programmes, improve motor skills and enhance decision-making abilities, among other benefits. Despite obstacles such as cost and technological limitations, the potential benefits of virtual reality in sports training are substantial. With the increasing adoption of this technology, we can anticipate a significant impact on the future training and performance of athletes. Keywords: Virtual Reality, VR, Sports Training, Athletic Performance, Simulation, Personalized Training, Motor Skills, Decision-Making, Challenges, Cost, Technological Limitations, Adoption, Impact. Spanish: La Realidad Virtual (VR) está revolucionando el entrenamiento y el rendimiento de los atletas al proporcionar un entorno seguro y controlado para simular situaciones de juego reales y desarrollar habilidades. Esta tecnología ofrece una oportunidad única para mejorar el rendimiento atlético de los atletas en todos los niveles, desde amateurs hasta profesionales. Este artículo examinará las aplicaciones de la realidad virtual en el entrenamiento deportivo, sus beneficios y los obstáculos que deben superarse para realizar todo su potencial. Las aplicaciones de VR en el entrenamiento deportivo ofrecen programas de entrenamiento personalizados, mejoran las habilidades motoras y mejoran la capacidad de toma de decisiones, entre otros beneficios. A pesar de los obstáculos como el costo y las limitaciones tecnológicas, los beneficios potenciales de la realidad virtual en el entrenamiento deportivo son sustanciales. Con la adopción creciente de esta tecnología, podemos anticipar un impacto significativo en el futuro entrenamiento y rendimiento de los atletas. Palabras clave: Realidad Virtual, RV, Entrenamiento Deportivo, Rendimiento Atlético, Simulación, Entrenamiento Personalizado, Habilidades Motoras, Toma de Decisiones, Desafíos, Costos, Limitaciones Tecnológicas, Adopción, Impacto. Introduction: Several factors affect athletic performance, including physical fitness, technical expertise, and mental fortitude. Virtual Reality (VR) technology offers a solution by providing a safe, immersive, and interactive environment for athletes to train and improve their skills. One of the most significant benefits of virtual reality in sports training is its ability to simulate actual game situations. Unlike traditional training methods, VR can provide athletes with challenging and unpredictable game scenarios that are difficult to replicate in real life. This enables athletes to develop their skills in a more realistic and diverse environment, enhancing their ability to make split-second decisions and react to unforeseen circumstances. Real-time feedback is another advantage of virtual reality in sports training. VR enables athletes to receive instant feedback, allowing them to make adjustments and corrections in real-time, unlike traditional methods in which feedback is given after a drill or simulation has been completed. This expedites their skill development and reduces the risk of injury by identifying and correcting technical errors. Additionally, VR technology provides a safe training environment for athletes, reducing the risk of physical injuries associated with contact sports such as football, rugby, and martial arts. This is especially advantageous because it allows athletes to experience the intensity and pressure of game situations without risking physical injury. Additionally, VR technology permits customised training programmes for individual athletes. Coaches can design individualised training programmes for athletes based on their specific needs, such as enhancing their reaction time, footwork, or decision-making abilities. This individualised strategy can assist athletes in improving their performance more efficiently and effectively. However, there are obstacles associated with the use of VR in sports training. Some sports organisations and athletes may be unable to afford VR equipment and software, which is one of the primary concerns. Moreover, the quality of the VR experience may vary based on the technology employed, which may impact the training programme's efficacy. Another obstacle is the requirement for experienced coaches to develop and implement effective VR training programmes. While VR technology can provide an immersive training environment, it cannot replace the expertise of a coach with a thorough understanding of the sport and the skills required to train athletes using VR effectively. In conclusion, virtual reality technology has the potential to revolutionise sports training by providing a safe, immersive, and interactive environment for athletes to hone their skills. VR technology can help athletes improve their performance more efficiently and effectively by simulating real-life game situations, providing instant feedback, and offering customised training programmes. To realise the full potential of VR in sports training, however, the challenges of cost, technology, and coaching expertise must be addressed. Applications of VR in Sports Training: VR technology can be used in various ways to enhance athletic performance. Some of the applications of VR in sports training include: Game simulations: Virtual Reality (VR) technology is altering how athletes train and enhance their skills. VR's ability to provide more realistic and challenging game simulations than conventional training methods is one of the most significant benefits of its use in sports training. With VR headsets and controllers, athletes can immerse themselves in a virtual game environment, practise their skills, and prepare for game-winning and high-pressure situations in a safe, regulated environment. This allows athletes to develop their decision-making abilities, enhance their reaction time, and increase their ability to anticipate and respond to various scenarios. In addition, VR game simulations offer interactivity that conventional training methods cannot match. Virtual opponents can adjust their tactics and strategies based on the athlete's strengths and weaknesses in response to their performance. This gives the athlete a more realistic and challenging experience, enhancing skill development and more efficient training. VR game simulations can have a significant impact on team sports. Athletes can practise teamwork and coordination through virtual training scenarios replicating game situations with other team members. This can enhance communication and teamwork on the field, leading to enhanced game performance. Overall, virtual reality (VR) game simulations provide a safe, immersive, and interactive environment for athletes to develop their skills in a realistic and challenging setting. This technology has the potential to revolutionise sports training by providing a new level of precision and efficacy that conventional training methods cannot match. Technical training: Virtual reality (VR) is a game-changing technology in sports training because it enables realistic and interactive training on specific techniques and skills. For example, soccer players can practise shooting and passing in a virtual environment that simulates a soccer field, with sensors and motion-tracking technology capturing and analysing their movements in real-time. This gives athletes instantaneous feedback, allowing them to adjust their techniques and improve their skills more efficiently. In addition, coaches can use VR to create individualised training programmes for each athlete based on their strengths and weaknesses, allowing them to concentrate on specific areas of improvement. Additionally, VR can be used to train athletes in sports that are uncommon in their region. For instance, flat-land skiers can use VR to train in a simulated environment, which can help them gain experience and improve their abilities. In addition, virtual reality can prepare athletes for competitions held in different parts of the world by exposing them to different environments and conditions, such as high altitudes or extreme weather. Virtual reality technology has the potential to revolutionise sports training by providing a secure, immersive, and interactive environment for athletes to hone their abilities. As virtual reality (VR) technology advances and becomes more accessible, we can anticipate a greater prevalence of VR in sports training, leading to more skilled and competitive athletes. Mental training: Virtual reality (VR) is a useful tool for enhancing mental toughness and resilience in athletes. Virtual reality (VR) simulations can simulate high-pressure game situations, allowing athletes to practise managing their emotions and performing under pressure. Virtual reality (VR) technology can create simulations that require athletes to make quick decisions while maintaining composure, which is essential for sports performance. A basketball player, for instance, can use VR to practise free throw shooting while surrounded by virtual crowds and noise. This simulation can assist athletes in becoming accustomed to performing under pressure and sharpening their concentration. In addition to simulating scenarios where athletes face adversity, such as coming back from a large deficit, virtual reality can also help athletes develop mental toughness and overcome obstacles. VR can also train athletes in visualisation techniques, which have been shown to enhance performance. Visualization entails mentally rehearsing a skill or style, and research indicates that it can improve motor skills, boost confidence, and alleviate anxiety. Virtual reality can provide athletes with a realistic and immersive visualisation environment, allowing them to rehearse skills and techniques that closely resemble real-world situations mentally. VR technology has the potential to revolutionise sports training by providing athletes with a safe, immersive, and interactive environment in which they can improve their physical, technical, and mental abilities. As technology advances and becomes more accessible, we can anticipate a rise in virtual reality (VR) use in sports training, resulting in enhanced performance and more successful athletes. Benefits of VR in Sports Training: The use of VR in sports training offers several benefits, including: Enhanced safety: Virtual reality (VR) can provide athletes with a safe and regulated training environment, reducing the risk of injury associated with conventional training methods. In contact sports such as football and rugby, athletes can practise tackling techniques without endangering themselves or their teammates. VR can also be used to train athletes in high-risk situations, such as extreme sports, where mistakes can have severe consequences. A safe and controlled training environment allows athletes to test their limits without putting themselves in danger. Additionally, VR technology can be utilised to rehabilitate athletes who have sustained injuries. Traditional rehabilitation techniques may cause pain or discomfort during exercises, impeding recovery. Without experiencing pain or discomfort, athletes can simulate real-world movements using virtual reality. This can aid in accelerating the recovery process and getting athletes back to peak performance more quickly. The safety benefits of VR in sports training benefit athletes and coaches. By reducing the risk of injuries and providing a safe and controlled training environment, virtual reality can help athletes train more effectively and with greater confidence, ultimately resulting in improved performance on the pitch or court. Realistic simulations: Virtual reality (VR) simulations can provide athletes with a more natural and immersive training environment, simulating actual game situations and allowing them to develop their skills more efficiently. By recreating different playing environments, such as weather conditions, stadiums, and opponents, virtual reality simulations can prepare athletes for real-life game situations. Additionally, virtual reality enables athletes to train with teammates or opponents in other countries, allowing for more convenient and flexible training schedules. Additionally, VR simulations can be tailored to the needs of each athlete, allowing them to concentrate on their weaknesses and strengths. A basketball player, for instance, may use VR to practise shooting from various angles, while a football player may train their positioning and movements during a game. VR also provides immediate performance feedback, allowing athletes to identify areas for improvement and adjust their techniques in real-time, resulting in faster and more effective skill development. In conclusion, realistic simulations in virtual reality offer athletes a valuable tool for enhancing their training and performance. By providing a safe, immersive, and customizable environment, virtual reality can help athletes develop their physical, technical, and mental skills more effectively than traditional training methods. Time and cost efficiency: Without expensive travel or specialised equipment, VR training is a cost-effective and convenient method for athletes to train. Traditional training methods can be costly and time-consuming, requiring athletes to travel to specific locations and utilise specialised equipment. Athletes can train anywhere and at any time with VR training, using only a VR headset and controller. This allows for more frequent and consistent training sessions by saving time and money on travel and equipment. Additionally, VR training can be more effective than conventional methods. In a conventional setting, athletes may have to repeat exercises multiple times to master a technique, or they may have to wait a considerable amount of time to train. With VR training, athletes can repeat exercises as often as necessary without waiting, resulting in the more effective use of training time. The time and cost-effectiveness of virtual reality training make it an attractive option for athletes and coaches. By removing obstacles to exercise, athletes can enhance their performance more effectively and consistently, leading to better outcomes on the pitch. Challenges of VR in Sports Training: Despite the benefits of VR in sports training, some challenges need to be addressed. These include: Cost: The initial investment in VR technology can be expensive, making it challenging for some teams and athletes to adopt. Technical limitations: Despite advancements in VR technology, there are still limitations to the simulations' precision and quality. For instance, movements and response times may not be as precise as real-world actions, resulting in technique and form discrepancies. In addition, graphics and visual quality may fall short of expectations, resulting in a less realistic experience. Another limitation of VR training is the lack of physical contact and interaction, which may reduce its effectiveness in sports requiring these elements. Due to cost and availability, not all athletes may have access to VR technology, which could lead to unequal training opportunities. Consequently, the potential benefits of VR training may be limited to a select few. However, as VR technology evolves and improves, these limitations are anticipated to be eliminated. As a result, athletes may have access to more advanced and effective VR training options in the future. Consequently, despite the obstacles and constraints, the potential benefits of VR technology in sports training cannot be ignored. Adaptation: The incorporation of Virtual Reality technology into sports training has the potential to revolutionise how athletes train and perform; however, its implementation requires a willingness to adopt and integrate new training techniques into existing programmes. Coaches and trainers must create new training plans incorporating VR simulations and exercises, tailoring the technology to each athlete's skill level and progress. It is essential to demonstrate the efficacy of VR training in enhancing athletic performance because resistance to change may be a challenge. Personalization and customization of the training experience are also essential to ensure that athletes receive the most effective training. In conclusion, successfully integrating virtual reality (VR) technology into sports training necessitates adaptation, education and training, and individualised training experiences. Conclusion: Virtual Reality (VR) technology has the potential to revolutionise sports training and performance by providing athletes with a safe, interactive, and realistic training environment. This can reduce the risk of injury during training, making developing skills and preparing for competition more interesting. Additionally, VR technology can provide instantaneous feedback on an athlete's performance, allowing them to identify areas for improvement and make training adjustments more efficiently. Moreover, by simulating game scenarios and creating a sense of immersion and presence, VR can help athletes mentally prepare for high-pressure situations. Despite obstacles such as high costs and specialised training, the potential benefits of virtual reality (VR) in sports training are substantial. We anticipate a rise in the use of this technology as athletes and coaches seek innovative ways to gain a competitive edge. References: Ahir, K., Govani, K., Gajera, R., & Shah, M. (2020). 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    An Overview of National Education Policy 2020

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    ABSTRACT There are weaknesses in every system; such liability exists in NEP2020. This policy should have a focus on the mandatory requirement of a Counsellor in every school, The Counsellor should not be termed as a teacher or health care educator, a counsellor should not be bought within the nomenclature of teacher, and the requirement of Teacher designation should not be added upon the counsellor role Such as Bed, or DEd, TET and CTET. The counsellor should not be assigned a dual role because of the nature of the job and the sensitivity of the situation. There should be 100% TOC, and any school, college, the University must not take less documentation like no TC, no migration, or Original document. Person remark should not be made on the scorecard, certificate, hall ticket/admit card, or ID card, which include character, attendance, Caste, Religion, and gender During the process of admission or any administrative work during the process of Education, the relaxation must be made regarding the father's name and mother's name, Guardian name, or local guardian's name It can be optional; the child's Religion/Gender/cast can be kept blank or optional. Keywords: National education policy 2020, Education

    The GAP of NEP 2020

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    ABSTRACT The new beginning of India's education sector is the National Education Policy 2020. On 29 July 2020, India's Union Cabinet introduced the National Education Policy 2020 (NEP 2020). PESTLE analysis was conducted in this study; Corruption and politics have been found to dominate; We've learned many stories from private university students that they don't receive their semester credentials immediately; they only get them after the conclusion of the course. This research had primarily focused on the concept of TOC Transfer of Credit is a reasonable one, but if the student does not have a Semester Mark Card, how will he or she be able to transfer the credit. We also heard the accounts of many students whose original marks the present college/university has already taken the card, the certificate of class 10, 10+2 in the name of record authentication. They have not returned the certificates before and until they finish the course, there shall be some provision to prevent such practice, whereby College, university has the autonomy to issue scorecards, marks cards or convection whenever they want, there has to be stick policy so that students get their documents in time. It looks like the University; the college has been using the gap that exists in the system This research also highlighted that for migration certificates, transfer certificate also obliges parents, and students to pay huge money in the name of such requirements It also recommended that there is no need for any further Migration Certificates or Transfer certificates of any kind, So at this moment advised that NEP2020 should do something about it The NEP2020 should deformulate about mentioning anything to do with the character because the certificate shall not be there in the marks card. This research further advised that in the NEP 2020, they should insert a provision where there shall not be any marks for the conduct, and it has been reported very abusively India is a land of Unity and Diversity; integrating Diversity is the key. However, politicians focused the bringing Diversity to the vote bank politics Mobility of the teacher amid COVID 19 is a challenge; the politics of transfer will play a role in the future education and existence of teachers in the society The politics within the teacher, School college, University with the present economic circumstance and amid COVID-19, will drastically termite the roots of India's education, the whole culture of research and innovation gets amalgamated with the waste of energy in the politics, and that's where most intelligent people could not come with better innovation, because there mind is more engaged with the politics of the time, refraining from such activity will help the school, college, university and the total education system of India. KEYWORDS: National Educational Policy 202

    The Challenges and Opportunities of Virtual Reality in Marketing and Advertising

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    DOI: 10.17605/OSF.IO/GNHC6 The Challenges and Opportunities of Virtual Reality in Marketing and Advertising. Ranjit Singha, PhD Research Scholar, Department of Psychology, Christ University, Bengaluru, Karnataka, India. ORCID iD: 0000-0002-3541-8752 Surjit Singha, Assistant Professor, Department of Commerce, Kristu Jayanti College (Autonomous), Bengaluru, Karnataka, India. ORCID iD: 0000-0002-5730-8677 Abstract: Virtual Reality (VR) is quickly becoming a valuable marketing and advertising tool, allowing for the creation of immersive and engaging consumer experiences. Cost, technical limitations, adoption, content creation, and user experience are just a few of the obstacles that must be overcome to utilise the technology's potential fully. Despite these obstacles, virtual reality (VR) can provide significant benefits, including increased engagement, enhanced product visualisation, and enhanced brand experiences. This article examines the advantages and disadvantages of virtual reality (VR) in marketing and advertising and its potential to revolutionise the industry. As VR technology continues to advance and become more accessible, it is anticipated that its use in marketing and advertising will increase, resulting in more innovative and interactive campaigns. Keywords: Virtual Reality, Marketing, Advertising, Challenges, Opportunities, Engagement, Product Visualization, Brand Experience. Spanish: La realidad virtual (VR) se está convirtiendo rápidamente en una herramienta valiosa de marketing y publicidad, permitiendo la creación de experiencias de consumo inmersivas y atractivas. El costo, las limitaciones técnicas, la adopción, la creación de contenido y la experiencia del usuario son solo algunos de los obstáculos que deben superarse para aprovechar al máximo el potencial de la tecnología. A pesar de estos obstáculos, la realidad virtual (VR) puede proporcionar beneficios significativos, como el aumento de la participación, la visualización mejorada del producto y las experiencias de marca mejoradas. Este artículo examina las ventajas y desventajas de la realidad virtual (VR) en el marketing y la publicidad y su potencial para revolucionar la industria. A medida que la tecnología de VR continúa avanzando y se vuelve más accesible, se espera que su uso en el marketing y la publicidad aumente, lo que resultará en campañas más innovadoras e interactivas. Palabras clave: Realidad Virtual, Marketing, Publicidad, Desafíos, Oportunidades, Compromiso, Visualización de Productos, Experiencia de Marca. Introduction: Virtual Reality (VR) technology has emerged as a promising marketing and advertising tool, enabling the creation of immersive and engaging consumer experiences. However, some obstacles must be overcome to realise its full potential. This article intends to investigate these obstacles and opportunities. Virtual reality (VR) technology enables users to enter and interact with a computer-generated environment, creating a sense of presence in the virtual world. In marketing and advertising, virtual reality can create more interactive and engaging experiences that help attract and retain consumers' interest. By tracking user engagement and behaviour in the virtual world, VR can provide marketers with valuable insights into consumer preferences and behaviour. Cost remains a significant obstacle, as the technology and expertise required to create high-quality VR content can be costly. In addition, resolution and quality limitations imposed by technology can hinder the effectiveness of VR experiences. Additionally, consumer adoption of VR technology is limited, making it difficult to justify the cost of developing VR content. Despite these obstacles, the potential benefits of virtual reality (VR) in marketing and advertising are substantial, and the technology is likely to become more widely adopted as it evolves. Opportunities of VR in Marketing and Advertising: Virtual Reality (VR) has become a potent marketing tool for creating immersive and engaging consumer brand experiences. These experiences enable consumers to interact with products and services virtually, fostering a stronger emotional connection to the brand. Virtual reality can help improve the overall brand experience, increasing brand loyalty and repeat business. A car company, for instance, could use VR to create a virtual test drive of its latest model, providing consumers with a realistic and immersive experience of the vehicle's features and capabilities. Similarly, a fashion brand can use VR to create a virtual fashion show that allows consumers to explore and interact with the brand's most recent collection engagingly and interactively. VR can also create a more social and memorable brand experience by allowing consumers to interact virtually with friends and family. A travel company can use virtual reality (VR) to create a virtual tour of a destination, allowing users to explore the location in a shared virtual environment, thereby boosting brand awareness and interest. However, the use of virtual reality in marketing and advertising presents obstacles, such as the cost of developing VR content, technical constraints, and consumer adoption of VR technology. However, the potential advantages of VR in marketing and advertising are substantial. By creating immersive and engaging brand experiences, VR can assist marketers in fostering stronger emotional connections with consumers and increasing brand loyalty and repeat sales. Increased engagement: Virtual Reality (VR) provides a more engaging and interactive experience than conventional advertising and marketing techniques. This can result in increased brand recognition and greater engagement. VR's ability to transport users to different locations and provide a unique sensory experience is one of its advantages. This results in a more engaging and memorable brand experience that is difficult to replicate with traditional media. A travel company, for instance, could create a virtual tour of a destination using VR, allowing customers to explore the location in a realistic and immersive manner. Similarly, a sports brand could use VR to create a virtual environment where users can try on and test their products in a realistic and interactive setting. Another benefit of using VR for marketing and advertising is its ability to provide a personalised experience tailored to the individual user's interests and preferences. By collecting user behaviour and preference data, marketers can design VR experiences that are more likely to resonate with the target audience. However, creating compelling VR experiences requires carefully considering user experience and virtual environment design. The virtual environment must be user-friendly and intuitive, and the VR experience must be engaging and pertinent to the target audience. In conclusion, VR enables marketers to create more engaging and interactive consumer experiences that hold their attention for more extended periods. Nevertheless, it is essential to consider the user experience and the design of the virtual environment to ensure that the VR experience is intuitive, relevant, and engaging. Improved product visualization: Virtual Reality (VR) technology permits marketers to create realistic 3D models of products, giving consumers a more in-depth and immersive understanding of the product. VR allows consumers to explore and interact with a product, enhancing their understanding of its features, functionality, and benefits. A furniture retailer, for instance, could create 3D models of their products and provide customers with a virtual experience of placing the furniture in their homes to visualise how it would look and fit. Similarly, a clothing retailer could create a virtual dressing room that allows customers to try on clothing in a realistic and interactive environment. Additionally, VR provides the opportunity to present products more engagingly and dynamically. A car manufacturer, for instance, could create a VR experience in which customers can explore the interior and exterior of a vehicle interactively. This makes the brand experience more memorable and increases customer engagement and recall. Moreover, virtual reality product visualisation can reduce the need for physical prototypes, thereby saving time and money. Before committing to physical production, designers and engineers can build and test virtual prototypes. However, effective VR product visualisation requires careful consideration of the user experience and design of the virtual environment. The virtual environment must be user-friendly and intuitive, while the product models must be accurate and lifelike. In conclusion, virtual reality technology enables marketers to create interactive and realistic 3D models of products, which enhances consumers' understanding of the product and increases the likelihood of purchase. However, effective VR product visualisation necessitates carefully considering user experience and virtual environment design. New advertising formats: VR enables the creation of arrangements not possible with traditional media. VR can be used to create interactive advertisements allowing consumers to explore a product or service in a virtual environment. Virtual Reality (VR) technology permits marketers to experiment with new advertising formats beyond traditional media. Virtual reality enables marketers to create interactive, immersive experiences that enable consumers to explore products or services in a virtual environment, creating a more memorable and engaging brand experience. Interactive advertisements are one example of a new advertising format enabled by VR. Traditional advertisements provide consumers with less meaningful opportunities to interact with a product or service than interactive advertisements. For instance, an interactive advertisement could allow users to explore the features of a new car model and take a virtual test drive, or a cosmetic brand could allow users to virtually try on makeup before making a purchase. These interactive advertisements give the consumer a more engaging and personalised experience, increasing brand recall and customer engagement. In addition, VR permits the creation of branded content that can be incorporated into the virtual environment. A VR experience could include, for instance, a virtual storefront where consumers can shop and purchase from the comfort of their homes. Alternatively, a brand could create a virtual reality (VR) game or experience highlighting its products or services, offering consumers an interactive and memorable way to engage with the brand. Additionally, VR advertising can facilitate more seamless integration between advertising and content. Advertisements in traditional media are frequently perceived as content interruptions. In virtual reality, however, advertising can seamlessly integrate into the virtual environment, providing consumers with a more organic and natural brand experience. This can enhance the effectiveness of advertising campaigns by fostering consumer confidence and brand loyalty. However, creating effective VR advertising campaigns requires a distinct approach from traditional advertising. To create immersive and engaging experiences, marketers must understand the nuances of the virtual reality (VR) environment and how users interact. In addition, VR content must be optimised for various VR devices with varying capabilities and limitations. Virtual reality allows advertisers to experiment with new advertising formats that are not feasible with traditional media. VR provides a novel and engaging way to interact with consumers and create memorable brand experiences, including interactive advertisements and branded content. However, developing effective VR advertising campaigns requires a distinct strategy from traditional advertising and must be optimised for the VR environment and other devices. Increased collection of data: Virtual reality (VR) technology can provide marketers with valuable information about consumer preferences and behaviour, which can be used to create more targeted and effective marketing campaigns. This is a significant advantage of virtual reality in advertising and marketing. Virtual reality can track where users are looking, how long they spend on specific objects or experiences, and their level of engagement, thereby revealing consumer behaviour, preferences, and interests. In today's data-driven marketing environment, data collection is crucial, and VR can provide a novel and valuable method for data collection. Marketers can gain insights into consumer preferences and behaviour that they may not otherwise be able to obtain, enabling them to optimise marketing campaigns, develop more targeted messaging and content, and make data-driven marketing strategy decisions. Moreover, VR technology enables marketers to personalise marketing and advertising by analysing data collected through VR experiences to gain insights into individual consumer preferences and tailor messaging and content to specific users. This can contribute to the creation of more personalised and engaging experiences that are more likely to resonate with consumers and lead to higher conversion rates. Nevertheless, data collection through VR experiences must be conducted ethically and openly. This includes informing consumers about the data collected and how it will be used, obtaining explicit user consent prior to data collection, ensuring data is stored securely, and adhering to applicable data protection regulations. In conclusion, virtual reality (VR) technology has the potential to provide marketers with insights into consumer preferences and behaviour that traditional marketing methods cannot. Using VR technology, marketers can create more targeted and effective marketing campaigns that resonate with consumers by collecting data ethically and transparently. Challenges of VR in Marketing and Advertising: Cost: Virtual reality (VR) technology offers numerous advantages to marketers, but there are also a few obstacles to consider. The cost is one of the most significant obstacles. VR technology can be costly, especially for small businesses that may lack the funds to purchase the necessary hardware and software. Creating VR content can also be expensive, as it requires specialised skills and equipment that are not always readily available. Another difficulty with VR technology is its technical constraints. Although VR technology has advanced significantly in recent years, some technical obstacles still exist. For instance, the resolution of virtual reality (VR) displays is not as high as that of conventional displays, which can negatively impact the quality of the user experience. In addition, some users may experience motion sickness or discomfort when utilising VR technology, reducing its appeal among specific audiences. Despite these obstacles, virtual reality (VR) technology offers significant advantages to marketers, particularly in creating more immersive and engaging consumer experiences. As the technology continues to advance, costs and technical limitations will likely become less of a concern, making virtual reality (VR) an increasingly valuable marketing tool. Adoption: Consumer adoption of VR technology is still relatively low, which can limit the reach of VR-based marketing campaigns. In addition, some consumers may be hesitant to try virtual reality due to concerns about motion sickness and other side effects, which can further hinder adoption. Content creation: As it requires specialised skills and equipment, creating high-quality VR content can be difficult for businesses, tiny businesses or those with limited resources. Among other skills, VR content creators must be proficient in 3D modelling, programming, and game design. In addition, creating VR content frequently requires expensive specialised equipment, such as VR headsets, cameras, and software. This can be a significant obstacle for businesses that lack the resources or knowledge to invest in virtual reality technology. User experience: Several factors can influence the quality of the VR user experience, including the quality of the VR equipment, the complexity of the VR environment, and the length of the VR experience. If the user experience is subpar, it can negatively impact the marketing campaign's success. Conclusion: Virtual reality is an innovative technology that allows marketers and advertisers to create interactive and engaging consumer experiences in new and novel ways. However, it also presents several obstacles that must be overcome. The high cost of VR technology, technical limitations such as lower display resolutions, limited consumer adoption, the need for specialised skills and equipment for content creation, and ensuring a positive user experience are some of these obstacles. Despite this, the potential benefits of using VR in marketing and advertising are substantial, and it is anticipated that the use of VR in these fields will continue to increase. References: Barnes, S. (2016). Understanding virtual reality in marketing: Nature, implications and potential. Implications and Potential (November 3, 2016). Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E., & Ivkovic, M. (2011). Augmented reality technologies, systems and applications. Multimedia tools and applications, 51, 341-377. Henriques, A. C., & Winkler, I. (2021). The advancement of virtual reality in automotive market research: Challenges and oppo Mittal, B. (1999). The advertising of services: meeting the challenge of intangibility. Journal of Service Research, 2(1), 98-116. rtunities. Applied Sciences, 11(24), 11610. Hsu, M. J., Ting, H., Lui, T. W., Chen, S. C., & Cheah, J. H. (2022). Guest editorial: Challenges and prospects of AIoT application in hospitality and tourism marketing. Journal of Hospitality and Tourism Technology, 13(3), 349-355. Lobov, K. (2018). Advertising and VR: regulatory challenges ahead. Interactive Entertainment Law Review, 1(1), 52-56. Mhaidli, A. H., & Schaub, F. (2021, May). Identifying manipulative advertising techniques in xr through scenario construction. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (pp. 1-18). Njoku, J. N., Nwakanma, C. I., Amaizu, G. C., & Kim, D. S. (2023). Prospects and challenges of Metaverse application in data‐driven intelligent transportation systems. IET Intelligent Transport Systems, 17(1), 1-21. Velev, D., & Zlateva, P. (2017). Virtual reality challenges in education and training. International Journal of Learning and Teaching, 3(1), 33-37. Qin, H., & Lei, J. (2019, September). The application of virtual reality technology in advertising communication. In 2019 International Conference on Virtual Reality and Intelligent Systems (ICVRIS) (pp. 73-76). IEEE. Zairis, A., & Zairis, G. (2022, September). Digital Innovation: The Challenges of a Game-Changer. In European Conference on Innovation and Entrepreneurship (Vol. 17, No. 1, pp. 630-637). Wedel, M., Bigné, E., & Zhang, J. (2020). Virtual and augmented reality: Advancing research in consumer marketing. International Journal of Research in Marketing, 37(3), 443-465

    Diversity and Inclusion in VR: A New Frontier in Learning

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    DOI: 10.17605/OSF.IO/BY87D Diversity and Inclusion in VR: A New Frontier in Learning. Surjit Singha, Assistant Professor, Department of Commerce, Kristu Jayanti College (Autonomous), Bengaluru, Karnataka, India. ORCID iD: 0000-0002-5730-8677 Abstract: Education and training are crucial to promoting diversity and inclusion, and virtual reality (VR) technology provides a unique opportunity to accomplish this objective. Through VR simulations, learners can immerse themselves in computer-generated environments and experience diverse perspectives, cultures, and identities. This article explores the potential of virtual reality as a tool for promoting diversity and inclusion in education and training, including the benefits and challenges of using VR in this context, best practises, and future directions for research. The article discusses how virtual reality (VR) can revolutionise education and learn by offering students a more immersive and interactive experience, facilitating experiential learning, and increasing student engagement. However, using VR in education presents obstacles, including cost, accessibility, and technical constraints. This article examines how educators can incorporate virtual reality (VR) into their teaching practises and its present and future educational applications. The article concludes that virtual reality technology can promote diversity and inclusion in education and training, preparing individuals for a world that is becoming increasingly diverse and interconnected. By embracing VR, we can foster greater understanding, empathy, and respect for diverse perspectives and experiences in learning environments that are more inclusive. Even though there is still much to learn about the potential applications of virtual reality in education and training, the possibilities are vast, and continued research and development are essential for advancing this field. Keywords: Virtual Reality, Education, Learning, Immersive Learning, Experiential Learning, Technology, Benefits, Challenges, Applications, Integration. Inclusion, Diversity, Learning and Development, Training and Development. Spanish: La educación y la formación son cruciales para promover la diversidad y la inclusión, y la tecnología de realidad virtual (VR) brinda una oportunidad única para lograr este objetivo. A través de simulaciones de VR, los estudiantes pueden sumergirse en entornos generados por computadora y experimentar perspectivas, culturas e identidades diversas. Este artículo explora el potencial de la realidad virtual como herramienta para promover la diversidad y la inclusión en la educación y la formación, incluyendo los beneficios y desafíos de usar la VR en este contexto, las mejores prácticas y las direcciones futuras para la investigación. El artículo discute cómo la realidad virtual puede revolucionar la educación al ofrecer a los estudiantes una experiencia más inmersiva e interactiva, facilitando el aprendizaje experiencial y aumentando la participación estudiantil. Sin embargo, el uso de VR en la educación presenta obstáculos, incluyendo el costo, la accesibilidad y las limitaciones técnicas. Este artículo examina cómo los educadores pueden incorporar la realidad virtual en sus prácticas de enseñanza y sus aplicaciones educativas actuales y futuras. El artículo concluye que la tecnología de realidad virtual puede promover la diversidad y la inclusión en la educación y la formación, preparando a las personas para un mundo cada vez más diverso e interconectado. Al adoptar la VR, podemos fomentar una mayor comprensión, empatía y respeto por las perspectivas y experiencias diversas en entornos de aprendizaje más inclusivos. Aunque todavía hay mucho por aprender sobre las posibles aplicaciones de la realidad virtual en la educación y la formación, las posibilidades son vastas y la investigación y el desarrollo continuos son esenciales para avanzar en este campo. Palabras clave: Realidad Virtual, Educación, Aprendizaje, Aprendizaje Inmersivo, Aprendizaje Experiencial, Tecnología, Beneficios, Desafíos, Aplicaciones, Integración. Inclusión, Diversidad, Aprendizaje y Desarrollo, Formación y Desarrollo. Introduction: Virtual Reality (VR) technology has the potential to revolutionise education by providing an immersive and engaging learning environment, boosting learner retention rates, and providing affordable access to educational content. Moreover, VR simulations can create costly or impossible-to-create experiences in the real world, and VR technology can increase the accessibility of education, especially for students who cannot attend physical classrooms. However, implementing VR technology in education has challenges, including implementation and content creation costs, technical obstacles, and health concerns. Creating virtual reality (VR) content requires multiple skills, including 3D modelling, programming, and game design, which may not be taught in conventional educational settings. Moreover, evaluating VR-based learning experiences is challenging, and new assessment strategies must be developed to ensure learning outcomes. Despite these obstacles, the potential benefits of employing VR technology in education include fostering teamwork and collaboration, catering to individual learning styles and preferences, and creating personalised learning experiences. In addition, using VR for diversity and inclusion training can assist students in developing a profound understanding of different perspectives and identities, establishing an emotional connection that traditional lectures and workshops frequently fail to achieve. Virtual reality technology can assist in dismantling societal stereotypes and biases and fostering a more inclusive and equitable learning environment. Benefits of VR for Diversity and Inclusion: Virtual reality (VR) technology can potentially promote diversity and inclusion in training and education in various ways. VR's ability to create a safe and controlled environment in which students can explore different perspectives and identities without fear of negative consequences is one of its primary advantages. This is especially important for those who may feel vulnerable or uncomfortable in real-world situations. Moreover, virtual reality can provide an immersive and realistic experience that can aid students in comprehending and empathising with diverse cultures and identities. This is a potent instrument for promoting inclusion and understanding in the classroom and beyond. Lastly, VR simulations can give individuals unique opportunities to practise and develop their communication, teamwork, and leadership skills in diverse and inclusive settings. This can be especially beneficial for those who have not had the opportunity to interact with people from diverse backgrounds in person. VR technology can potentially be a potent instrument for promoting diversity and inclusion in training and education. VR can contribute to developing a more tolerant and inclusive society by providing learners with immersive and secure environments to explore and practise their skills. Challenges of VR for Diversity and Inclusion: Although virtual reality (VR) technology can potentially promote diversity and inclusion in education and training, it also presents some obstacles that must be addressed. One of the major concerns is the availability of technology and resources, as virtual reality equipment can be expensive and requires specialised knowledge. In addition, the accuracy and realism of virtual reality (VR) simulations may be questioned because they may not fully capture the complexity and nuances of diverse perspectives and identities. Finally, it is important to consider the ethical implications of using VR for diversity and inclusion training, such as the risk of perpetuating stereotypes or unintentionally causing harm. Best Practices for VR in Diversity and Inclusion: It is essential to adhere to several best practices to ensure that virtual reality is used effectively and ethically to promote diversity and inclusion in learning. First, VR simulations should be co-designed with diverse groups and stakeholders to ensure accuracy and representativeness. Second, learners should be given clear instructions and guidance on effectively using VR technology and simulations to promote diversity and inclusion. Thirdly, virtual reality (VR) simulations should be evaluated and validated through rigorous research and testing to ensure their efficacy and impact on students. Benefits of VR in Education and Learning: Virtual reality (VR) technology has the potential to revolutionise education by providing numerous benefits, such as increased engagement and motivation, enhanced retention and recall, and the ability to provide a safe and controlled learning environment for students. VR provides an experience that cannot be replicated in conventional classrooms, allowing students to experience different cultures, historical events, and even the human body. Learners can practise healthcare procedures and treatments without endangering patients. VR can also help students experience and comprehend complex concepts more visually and interactively. In addition, VR can provide learners with a personalised learning experience by integrating AI and machine learning algorithms that adapt to individual learners' needs and preferences, enhancing learning outcomes and learner satisfaction. In addition, VR can facilitate distance learning and remote education, democratising access to education and providing students with a broader array of learning opportunities. While the benefits of virtual reality in education are substantial, addressing the obstacles associated with VR-based learning experiences is necessary. VR simulations must be adequate, engaging, and accessible to all students. Best practises include collaborating with diverse groups and stakeholders to ensure representativeness and accuracy, providing learners clear instructions and guidance, and evaluating and validating VR simulations through rigorous research and testing. As technology advances and becomes more accessible, we can anticipate a rise in the use of virtual reality in education and learning. Challenges of VR in Education and Learning: Virtual reality can potentially revolutionise education, but it also presents several challenges that must be addressed. One of the most significant obstacles is the price of the technology. This includes the expensive hardware and software required for creating and delivering VR content. In addition, creating engaging and educational VR content of high quality requires specialised knowledge, which can be difficult for educators who lack the necessary skills. Evaluating and assessing VR-based learning experiences to ensure they meet the intended learning outcomes is a further obstacle. In addition, accessibility is a significant concern for virtual reality in education. Not all learners, particularly those from low-income or developing countries, may have access to the hardware and software required to interact with virtual reality (VR) content. This could potentially exacerbate education disparities that already exist. In addition, the passive learning environment created by virtual reality must be addressed by designing experiences that encourage active participation and critical thinking. Finally, concerns exist regarding prolonged VR use's potential adverse health effects, particularly among younger students. There is a need for research to determine the impact of virtual reality on cognitive and physical development, as well as potential side effects like motion sickness and eye strain. In conclusion, while virtual reality offers significant potential for education and learning, these obstacles must be overcome to make it accessible, effective, and safe for learners of all backgrounds and abilities. The Future of VR in Education: Virtual reality is a technology with immense potential in education, even though its adoption is still in its infancy. In the coming years, we can anticipate an increase in VR-based learning opportunities in traditional classrooms and new opportunities for distance learning and remote education. Virtual reality is expected to impact STEM education significantly, as students can engage with complex scientific concepts and phenomena via immersive and interactive experiences. VR can also transform the learning experience in cultural and historical education by transporting students to historical sites and events. In addition, VR can facilitate experiential learning by enabling students to apply their knowledge and abilities in simulated real-world scenarios. Despite the potential benefits of VR in education, its widespread adoption is hindered by several obstacles. Two of these obstacles are the high cost of virtual reality technology and the need for specialised knowledge to create VR-based educational content. In addition, there are concerns that virtual reality may isolate students from social interaction and the real world. To fully realise the educational potential of virtual reality, it is essential to consider its potential benefits and limitations carefully. How VR simulations can be designed and evaluated to ensure their effectiveness in promoting diversity and inclusion; how VR technology can be made more accessible and affordable for a broader range of learners and educators; and how to ensure that VR simulations are designed and used ethically so that they do not inadvertently reinforce stereotypes or cause harm require additional research. Virtual reality has the potential to revolutionise education and offer new opportunities to students of all backgrounds and abilities. We can use virtual reality to supplement and enhance traditional educational methods by addressing the obstacles and limitations, resulting in improved learning outcomes and more engaging educational experiences. Conclusion: Incorporating Virtual Reality (VR) technology into education is an innovative way to promote diversity and inclusion. Through immersive and interactive simulations, VR enables students better to understand diverse perspectives, cultures, and identities. To ensure the efficacy and impact of virtual reality (VR) for diversity and inclusion training, it is essential to adopt best practises and conduct extensive research. As virtual reality (VR) technology evolves and becomes more accessible, it can revolutionise how we approach diversity and inclusion in education and society. The use of virtual reality (VR) in teaching and learning has several advantages, including increased engagement, retention, and recall and a safe and controlled learning environment. Even though there are obstacles that must be addressed, the potential of VR in education is substantial, and we can expect to see wider adoption of this technology in the future. As we investigate the possibility of virtual reality, it is essential to remember that the ultimate goal of any educational technology is to enhance and support learning outcomes. References: Abulrub, A. H. G., Attridge, A. N., & Williams, M. A. (2011, April). Virtual reality in engineering education: The future of creative learning. In 2011 IEEE global engineering education conference (EDUCON) (pp. 751-757). IEEE. Beck, D. (2019). Augmented and virtual reality in education: Immersive learning research. Journal of Educational Computing Research, 57(7), 1619-1625. Chimakurthi, V. N. S. S. (2018). Emerging of Virtual Reality (VR) Technology in Education and Training. Asian Journal of Humanity, Art and Literature, 5(2), 157-166. Georgiadou, A. (2021). Equality inclusion and diversity through virtual reality. The Palgrave Handbook of Corporate Sustainability in the Digital Era, 181-193. Garzón, J., Baldiris, S., Gutiérrez, J., & Pavón, J. (2020). 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International Journal of Virtual Reality, 5(1), 133-145. Pottle, J. (2019). Virtual reality and the transformation of medical education. Future healthcare journal, 6(3), 181. Quintero, J., Baldiris, S., Rubira, R., Cerón, J., & Velez, G. (2019). Augmented reality in educational inclusion. A systematic review on the last decade. Frontiers in psychology, 10, 1835. Sattar, M. U., Palaniappan, S., Lokman, A., Hassan, A., Shah, N., & Riaz, Z. (2019). Effects of Virtual Reality training on medical students’ learning motivation and competency. Pakistan journal of medical sciences, 35(3), 85
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