Question

In: Economics

Due to the lockdown situation in 2020, online videoconferencing services such as Zoom have become popular.

Please answer to the best of your understanding.

1. Due to the lockdown situation in 2020, online videoconferencing services such as Zoom have become popular. Students can take all of their classes online. However, a more immersive experience is promised by VR headset technology. • Please do some research online and describe three brands of VR headsets and VR cameras that may be poised to benefit if education has a VR future. • What are the advantages and limitations of VR (vs Zoom type online classes) as an education delivery channel? • From a channel design standpoint, what do you see as the key variables to consider in determining whether VR classes could be a feasible channel choice for education in colleges even after the lockdown situation is resolved?

2.The sharing or gig economy involves internet platforms (e.g., Uber, Airbnb…) that allow service providers to monetize their unused time and assets. Gigi considers her skills to be in report writing, spreadsheets, and internet search. Can she make some reasonable side income with these skills in the gig economy? Please cover the following issues: 1. Decide on Gigi’s product and who the target consumer is. What might be the price of her service and anticipated income? 2. Discuss a few platform/channels for this type of work (e.g., fiverr, taskrabbit…) through which consumers can be reached and the service delivered. Should Gigi operate a multi-channel? Is there a possibility of channel conflict with the platform?

Solutions

Expert Solution

  • VR stands for virtual reality. The best selling VR brand as per the end of 2018 are Oculus, HTC, Sony. As per the studies, the 3 best selling VR headsets are Sony's Play Station VR, Facebook's Oculus Rift, and the HTC Vive. Well in 2019 saw the growth of Google, HP, Lenovo, and others in the world of VR.

Oculus Rift, OculusRift S, Oculus Go, Oculus Quest originally funded as a Kickstarter project and engineered with the help of John Carmack. It became the early leader in VR hardware for video games. Facebook bought Oculus in 2014, also bought the company's high-end VR HMD to market for consumers.

HTC Vive, HTC Vive Pro Eye, HTC Cosmos, HTC Focus, HTC Plus, has been one of the best VR HMD's in the market since its release in 2016. Manufactured by HTC, Vive being the first VR HMD supporting StreamVR.

Sony's PSVR, it's entry into the market is the lowest power of the 3 bestselling VR HMD's. PSVR is tethered to the play station 4 gaming system and as the user base already had the PS4, Sony's customers didn't have to purchase or upgrade their computer hardware. Making the PSVR Affordable and best selling.

As the learning is now turning out to be Digi learning most of the schools and colleges have been promoting digital classes and classrooms. where the videos regarding the topic are played like the ones which we see on Youtube. when it gets replaced by VR the students will experience a new world of leaning with experiments and experiences

VR can transfer the way in which educational content is delivered.VR can be used to enhance student learning and engagement. it creates a virtual world and allows students not only to see but interact with the content.

  • humans learn best by doing. During a video conference or phone call, a person may sit staring and the screen showing his or her physical presence. but he or she might be mentally absent. the lack of presence makes our brain wander during these interactions. once the conference is over there is even chances of lose of data due to lack of attention. VR creates a dynamic learning tool that helps people feel focused and present while immersed. when we are immersed in the VR environment we are free from some of the more mundane distractions and annoyance of our physical world.
  • The technology does not live up to customer expectations and is not accessible enough to become mainstream yet. According to research from Perkins Coie, respondents identify the user experience as the top obstacle for the mass adoption of VR (41%), reflecting ongoing concerns with technical limitations and performance issues, as well as bulky hardware.
  • Learning theory, instructional theory, learning styles, and types of intelligence are used to help determine which type of aid or medium should be used. What is being taught, how itis being taught, the behavioral outcome, and other factors also help determine the medium chosen. Traditionally, objectives have been taught using textbooks, lectures, discussions, and some forms of media. Virtual reality can be used to teach some of these objectives, and it can be used to determine whether certain objectives have been mastered. according to the technological development and nature of study VR can be adopted by schools and colleges as part of their teaching tools or techniques

( mentors words: hard work always pays, never look down upon yourself cause there are lot other around you to do so)


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