**5. Hype Cycle of technology and applications**

Hype Cycles and Priority Matrices offer a snapshot of the relative market promotion and perceived value of computing innovations [22]. Gartner, Inc. annually develops and announces branded graphical presentation report called "Hype Cycle" for representing the maturity, adoption, and social application of specific technologies (**Figure 1**). Gartner Hype Cycle methodology gives a view of how a technology or application will evolve over time, providing a sound source of insight to manage its deployment within the context of the specific business goals to its users (Gartner, n.d.). Gartner declares that the Hype Cycle "drills down into the five key phases of a technology's life cycle" [23] and "a technology (or related service and discipline innovation) passes through several stages on its path to productivity" [24] in the Hype Cycle. These paths are Innovation Trigger, Peak of Inflated Expectations, Trough of Disillusionment, Slope of Enlightenment, and Plateau of Productivity.

• Innovation Trigger (formerly called Technology Trigger): a potential technology starting here are often still in the R&D stage. Often no usable products exist and commercial viability is unproven.

Cycle in 2013. Fenigson [25] states that "Over the course of the next two years, it moves on to a position right on the cusp of the Slope of Enlightenment though at all times Gartner's icon for it never wavers from a 5-10 year journey to the Plateau and mainstream adoption". **Figure 2** shows Gartner's 2016 Hype Cycle for Emerging Technologies prescience in 2016. Thus to the standard Hype Cycle, virtual reality is going to be mass market, and it will be the progress for VR because of its capability of other technologies such as streaming media, augmented reality, and film industry. That would mean VR has a potential to be more dominant by 2020s. Mike Walker, research director at Gartner, emphasized that "We can see how the transparently immersive experience technologies such as affective computing, connected home, augmented reality, virtual reality and the growing human augmentation, are pulling the other trends along the Hype Cycle" [26]. That means VR is approximately in such a stage

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In 2015, Gartner's Hype Cyle is expected to pass virtual world's trough of disillusionment to slope of enlightment by 2020. It is expected that this structure will be very important in the context of mobile government and Education, because the world is demanding different applications than classical style education and training. In particular, it will be necessary to make assessments in all learning areas, organizational trainings, and to be ready for the mil-

Different technologies can improve learning by augmenting and connecting learning activities. Digital technologies can also be exciting for the learners and offer a potentially more engaging alternative. It is important to be aware that some learners may be less confident in learning with digital technologies and steps need to be taken to ensure equality of access [27].

lenial generation which has very different tendencies in their life stages.

where it is widely understood by the public.

**Figure 1.** The Hype Cycle [27].


In recent years, new technologies have been reduced to niche applications include the artificial intelligence (AI), virtual reality (VR) and augmented reality (AR). They have taken along the curve in recent years. VR first appears in it modern appearance and placed in the Hype

**Figure 1.** The Hype Cycle [27].

According to Zapalska and Brozik [21], individual learning styles must be taken into account in the instructional design template used in online education. Their paper argued that when students' learning styles are identified, it is possible to define an appropriate context of

Hype Cycles and Priority Matrices offer a snapshot of the relative market promotion and perceived value of computing innovations [22]. Gartner, Inc. annually develops and announces branded graphical presentation report called "Hype Cycle" for representing the maturity, adoption, and social application of specific technologies (**Figure 1**). Gartner Hype Cycle methodology gives a view of how a technology or application will evolve over time, providing a sound source of insight to manage its deployment within the context of the specific business goals to its users (Gartner, n.d.). Gartner declares that the Hype Cycle "drills down into the five key phases of a technology's life cycle" [23] and "a technology (or related service and discipline innovation) passes through several stages on its path to productivity" [24] in the Hype Cycle. These paths are Innovation Trigger, Peak of Inflated Expectations, Trough of

• Innovation Trigger (formerly called Technology Trigger): a potential technology starting here are often still in the R&D stage. Often no usable products exist and commercial vi-

• Peak of Inflated Expectations: a wave of "buzz" builds and the expectations for this new technology rise above the current reality of its capabilities. This is the point when expecta-

• Trough of Disillusionment: problems with performance, slower than expected adoption or a failure to deliver financial returns in the time anticipated all lead to missed expectations,

• Slope of Enlightenment: there is certain understanding of the benefits, practical implementation and limits of the technology. Experience of the early adopters' perception grows about where and how the technology can be used to good effect and, just as importantly,

• Plateau of Productivity: with the real world benefits of the technology demonstrated and accepted, growing numbers of organizations feel comfortable with the now greatly reduced levels of risk. Target audience will have acquired related products by this point [24].

In recent years, new technologies have been reduced to niche applications include the artificial intelligence (AI), virtual reality (VR) and augmented reality (AR). They have taken along the curve in recent years. VR first appears in it modern appearance and placed in the Hype

**5. Hype Cycle of technology and applications**

124 Open and Equal Access for Learning in School Management

Disillusionment, Slope of Enlightenment, and Plateau of Productivity.

learning.

ability is unproven.

tions and reality are furthest apart.

and disillusionment sets in.

where it brings little or no value.

Cycle in 2013. Fenigson [25] states that "Over the course of the next two years, it moves on to a position right on the cusp of the Slope of Enlightenment though at all times Gartner's icon for it never wavers from a 5-10 year journey to the Plateau and mainstream adoption". **Figure 2** shows Gartner's 2016 Hype Cycle for Emerging Technologies prescience in 2016. Thus to the standard Hype Cycle, virtual reality is going to be mass market, and it will be the progress for VR because of its capability of other technologies such as streaming media, augmented reality, and film industry. That would mean VR has a potential to be more dominant by 2020s. Mike Walker, research director at Gartner, emphasized that "We can see how the transparently immersive experience technologies such as affective computing, connected home, augmented reality, virtual reality and the growing human augmentation, are pulling the other trends along the Hype Cycle" [26]. That means VR is approximately in such a stage where it is widely understood by the public.

In 2015, Gartner's Hype Cyle is expected to pass virtual world's trough of disillusionment to slope of enlightment by 2020. It is expected that this structure will be very important in the context of mobile government and Education, because the world is demanding different applications than classical style education and training. In particular, it will be necessary to make assessments in all learning areas, organizational trainings, and to be ready for the millenial generation which has very different tendencies in their life stages.

Different technologies can improve learning by augmenting and connecting learning activities. Digital technologies can also be exciting for the learners and offer a potentially more engaging alternative. It is important to be aware that some learners may be less confident in learning with digital technologies and steps need to be taken to ensure equality of access [27].

Basically, virtual reality is a technology which simulates interactive 360° digital environments replace the real world. Virtual reality is one of the digital mediums created to present realities in real life or realities to be displayed in a 360° and/or 3D environment beyond the perception

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Virtual reality is also a three-dimensional, computer-generated environment which can be explored and interacted by a person in technical terms. This would be presented with a version of reality that is not really there, but from your perspective it would be felt as real.

Virtual reality can "stimulate learning and comprehension, because it provides a tight coupling between symbolic and experiential information" [33]. Experience is the most important

Virtual reality provides a great contribution to the virtualization of learning by living in an environment without great risk. For example, the hospital surgery environment or dangerous environments in traffic could easily teach through virtual reality. According to Armstrong [34], currently available two main categories of VR are mobile (Samsung/Google) and PC (Oculus). The future expectations for VR—from a headset and content perspective—as both improve so will people's desire for VR as it moves from a "nice-to-have" to a "must-have". Curcio et al. [35] states that the technology developments were not only on the display side but, among the others, also on the capture side. A many of 360° recording cameras have been presented to the market in the last period for allowing VR content to be easily produced.

Barab et al. [36], Chittaro and Ranon [37], Dickey [38], Mennecke at al. [39] are some researchers have argued that virtual environment and simulation can be used to facilitate learning tasks that lead to increased understanding, motivation, engagement, collaboration, and knowledge transfer [40]. So for these new type of learning has an importance to use virtual

From the first modern appearance in 2013 [26] and still in its improvement stage, learning VR technology will be effective in situations where it is necessary to experience physically, to do things that cannot be done in many ways easily, and to approach things differently and the technology is becoming more common to the users and producers of learning. You can see the landscape of VR (**Figure 3**) with content and headset types which has start to be used in

After several decades of experimenting VR invention in limited environments, Google Cardboard in the year 2014 became accessible to the mass market. This is a paper made doit-yourself head-mounted display (HMD) for smartphones priced at around 5 dollars. At the same time, there are many public releases of consumer editions of VR hardwares such as Oculus Rift and HTC Vive. Many educational companies and startups have just started to develop learning, training, and educational VR contents and platforms. These let us shift to the immersive experience over just a 2D screen plus mouse/keyboard experience into some-

Presence is the main attribute in defining experience for VR using with head-mounted display. Mikropoulos and Strouboulis [41] investigated the sense of presence of children while

capacity of sensory organs by virtue of virtual reality.

cause and effect value for loyalty in order to be involved in VR.

reality technology for both personal and collaboratively.

games, gamification, designing, filming, and learning.

thing altogether more physical.

**Figure 2.** Conditions of the Hype Cycle for 2016, regenerated from http://www.gartner.com/newsroom/id/3412017.

Personal learning network (PLN) is an individual's loose collection of links with other people or resources. The aim of such a network is to facilitate an exchange of ideas that supports learning links can be through virtual learning environment (VLE). A VLE is an e-learning education system that is web-based, but modeled on conventional face-to-face education. It provides access to courses, course content, assessments, homework, links to external resources, etc. Moodle Blackboard easy way to collate and organize courses and information flexibility of access software can limit course structure high level of maintenance.
