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Possibilities and Determinants of Using Low-Cost Devices in Virtual Education Applications
- Source :
- EURASIA Journal of Mathematics, Science and Technology Education. 13
- Publication Year :
- 2016
- Publisher :
- Modestum Publishing Ltd, 2016.
-
Abstract
- Virtual reality (VR) may be used as an innovative educational tool. However, in order to fully exploit its potential, it is essential to achieve the effect of immersion. To more completely submerge the user in a virtual environment, it is necessary to ensure that the user’s actions are directly translated into the image generated by the application, which can be achieved by means of various devices, such as tracking systems and VR headsets, as well as haptic devices. Recently, VR has become the focus of e-entertainment, which has resulted in the appearance on the market of numerous, low-cost peripheral devices. The paper discusses the examples of potential applications and steps necessary to adapt low-cost devices to immersive educational applications.
- Subjects :
- 0301 basic medicine
Multimedia
Exploit
business.industry
Computer science
Applied Mathematics
Educational technology
Robotics
Tracking system
Virtual reality
computer.software_genre
Education
03 medical and health sciences
030104 developmental biology
Human–computer interaction
Virtual machine
Immersion (virtual reality)
Artificial intelligence
business
computer
Haptic technology
Subjects
Details
- ISSN :
- 13058223
- Volume :
- 13
- Database :
- OpenAIRE
- Journal :
- EURASIA Journal of Mathematics, Science and Technology Education
- Accession number :
- edsair.doi...........aaac48ffcbc275f308c32f7f70085061
- Full Text :
- https://doi.org/10.12973/eurasia.2017.00622a