Possibilities and Determinants of Using Low-Cost Devices in Virtual Education Applications

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Bibliographic Details
Title: Possibilities and Determinants of Using Low-Cost Devices in Virtual Education Applications
Language: English
Authors: Bun, Pawel Kazimierz, Wichniarek, Radoslaw, Górski, Filip, Grajewski, Damian, Zawadzki, Przemyslaw, Hamrol, Adam
Source: EURASIA Journal of Mathematics, Science & Technology Education. Feb 2017 13(2):381-394.
Availability: EURASIA. Sehit Osman Avci Mah. Malazgirt 1071 Cad. No:48/30, Etimesgut, Ankara, TR06796, Turkey. Tel: +90-312-202-8192; Fax: +90-312-222-8483; e-mail: editor.eurasiajournal@gmail.com; Web site: http://www.ejmste.com
Peer Reviewed: Y
Page Count: 14
Publication Date: 2017
Document Type: Journal Articles
Reports - Descriptive
Descriptors: Simulated Environment, Educational Technology, Technology Uses in Education, Equipment, Computer Simulation, Robotics, Teaching Methods
DOI: 10.12973/eurasia.2017.00622a
ISSN: 1305-8223
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.
Abstractor: As Provided
Number of References: 23
Entry Date: 2016
Access URL: https://www.iserjournals.com/journals/eurasia/articles/10.12973/eurasia.2017.00622a
Accession Number: EJ1123074
Database: ERIC
Description
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.
ISSN:1305-8223
DOI:10.12973/eurasia.2017.00622a