Implementation Of 3D Learning: The Roadblocks

Implementation Of 3D Learning: The Roadblocks

Technical issues are inevitable with any rapid development also in the case of implementing complex technologies. Higher education institutions most of the time are ponderous in adopting advancements, especially in teaching methodology. These technical and cultural factors lead to a lot of hurdles for the institutions to take part in the campus of eventful projects. Let's have a look at these technical issues and 3D scanning.

What are Technical Issues?

Technical issues are simply seen as a fact of the modern world. Most people can set up a desktop easily from a box because it is user friendly. Even though it is familiar, often it takes a technical person from an IT department to configure the network printer or scanner or any other peripheral device which is easy to use.

Technical issues can be further classified in terms of hardware and software. A hardware problem many institutions face today is the need for a hardware adaptor. This issue mainly arises for the headsets which require an HDMI-to-Display port adaptor. But such adaptors are not expensive but diagnosing this issue and purchasing the adaptors made some institutions slow down. Companies like Tooliqa have made such studies very convenient by contributing to various fields of technology.

Software Problems and 3D scanning:

A software problem faced by many institutions is the software drivers update. VR and AR are highly graphics-intensive and function to the best only when the graphics drivers are up to date.

There is a need to update multiple drivers to get the VR/AR headsets to function, which is time-consuming and requires rebooting the computer multiple times. 3D scanning on the other hand faces both hardware as well as software problems.

In terms of hardware, 3D scanning does not work up to the mark on highly reflective objects or surfaces. Most 3D scanners throw the light on the object being scanned with the help of lasers. The scans that are made on the highly reflective surfaces lead to pixelated or distorted.

A quick fix for this problem is the 3D scan spray, which is a product that can be simply sprayed on reflective surfaces that gives a matte finish. This can be later wiped off easily.

A 3D scan is a set of images held together into a 3D model with the help of software. This process requires a powerful computer that supports intensive computations.

An older or slower computer, also a computer with inadequate RAM, even a computer with adequate RAM simultaneously running other software may be unable to process before using a 3D scan and ensure none of the application runs in the backdrop of 3D scanning software.

The learning curve of the technology

When setting up any technology for the first time, configuring the hardware and software plays a vital role. The learning curve is used to figure out how to use the technology to the fullest in the next step.

The diffusion of innovations in terms of the theoretical framework has five adaptor technologies namely innovators, early adaptors, early majority, late majority, and the straggler.

These categories are broadly generalized, but individuals and organizations share certain characteristics within each category making them more or less responsive in adopting a particular innovation.

Innovators and early adopters from the above categories are the ones who enjoy the scrutiny and will have the available resources to expand to even better versions.

Innovators and Adopters

The new campus technology initiative behooves the innovators and early adopter faculty; hence they are the advocates for this new technology initiative and opinion leaders among their peers.

These faculty are likely to teach themselves to use the new technology or should have minimal training. The staff in the campus IT unit must already have contact with these campus units already.

In Institutions

In many institutions the most creative users of 3D technology are students. Not only faculty, but even students can also be innovators and early adopters. In some institutions where students are open to experimenting and even, they can hack the 3D technology.

In several institutions, the students are more interested in using this technology but there is not enough to go around. Students are more interested to work on projects that use 3D technology, but there are not enough student positions.

The difference between early and late adopters

There is a large difference between the early and late majority adopters. A campus technology initiative should not serve only the self-selecting people. The duration of this initiative lasts one academic year that involves a wider set of faculties using the 3D technology.

One of the most common mechanisms to achieve this is the training session conducted by the campus units participating in the project. Some are offered as workshops and are open to all across the campus. These workshops are useful for training users for specific hardware and software and help to reach new users.

The on ramp to sound pedagogy

Setting up and configuring the hardware and the software is the initial step to start which is followed by learning to use. Higher education uses technology for learning as well as teaching.

A faculty can be either an early adopter or a laggard in either case learning how to implement the new technology and figuring out whether that particular technology suits their teaching. If so, then figuring out how to integrate the new technology with the course is all about the entire process.

Institution of higher education increases hiring in instructional designers. These institutional designers help the faculty members with objectives as it is better with 3D technology.

Workshops to train the faculty are often considered as a high touch which helps faculty to figure out how to use the technology but not figure out how to use it in a classroom. It is necessary to provide adequate time for the user to learn and to integrate the 3D technology.

Also read: Improving Education with Data Mining and Analytics (

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Quick queries for this insight

What are some of the hardware issues which organizations face today?
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The requirement for a hardware adaptor is a hardware issue that many organisations now confront. This problem primarily affects headsets that need an HDMI-to-Display port converter. Although these adaptors are not expensive, several institutions had to wait longer than necessary while the problem was diagnosed, and the adaptors were bought.

What are the software problems which organizations face in implementation of 3D learning?
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The updating of software drivers is a software issue that many institutions experience. Since VR and AR rely heavily on graphics, the most optimal performance is only possible with the most recent graphics drivers. To for the VR/AR headsets to work, several drivers must be updated, which takes time and necessitates restarting the computer several times. On the other hand, 3D scanning has issues with both the technology and the software.

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