Virtual reality (VR) is a fully three-dimensional (3D) computer-generated 'world' in which a person can move about and interact as if he actually were in this imaginary place [1]. In 1938, Artaud [2] of France first mentioned in his play. And in 1992, Lanier [3] coined the term VR to bring all of the virtual projects under a single rubric [4]. Since the 1990s, it has attracted attention with the development of computers. Recently, commercialized head mount displays (HMDs) have become commonplace, and they have become common in reality. VR is applied in various fields, such as manufacturing, education, medical care, and health care, with entertainment fields, such as games and media. In particular, VR-based learning can enhance learning intention and academic achievement through learner-led experiential learning [5]. Especially,
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