Virtual technology is one of the fresh generation of information technologies and has been widely used in education. It is predicted that it would bring students a learning experience closer to fact, provide individualized learning surroundings virtual technology review and change the traditional classroom.

The application of VR in higher education is mostly a topic that has become studied in the literature. The research benefits indicate that major items of VR application happen to be undergraduates, plus the applications are mainly related to science and architectural, history, medication, and art.

Several types of devices can be placed on VR in higher education, which include computers, simulators and head-mounted exhibits. However , the actual device variety is certainly not comprehensive, and it is difficult to evaluate the teaching effect of VR in the field of advanced schooling.

In addition , the immersion of such VR units is bad. The user does not have the sense that he or she is genuinely in the VR environment, which causes problems for educating. Therefore , a report is needed to improve the immersion of such devices.

To accomplish this, we performed a review of the kind of literature and analyzed its content. We sorted the literature in three classes: non-immersive, cave-based and fully immersive.

Captivation refers to the extent that a computer screen has the ability to of featuring an inclusive, extensive, surrounding, and brilliant illusion of reality. In addition, it considers the range of physical modalities, the width of this environment plus the resolution and accuracy of your display.

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