2015
DOI: 10.12753/2066-026x-15-020
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A Literature Review on Immersive Virtual Reality in Education: State of the Art and Perspectives.

Abstract: Since the first time the term "Virtual Reality" (VR) has been used back in the 60s, VR has evolved in different manners becoming more and more similar to the real world. Two different kinds of VR can be identified: non-immersive and immersive. The former is a computer-based environment that can simulate places in the real or imagined worlds; the latter takes the idea even further by giving the perception of being physically present in the non-physical world. While non-immersive VR can be based on a standard co… Show more

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Cited by 710 publications
(201 citation statements)
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References 54 publications
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“…In education and training this can be explained by lack of on-campus experiments [73,74] . Globally, previous meta-analyses (2 studies), systematic reviews (1 study) and reviews (2 studies) documented VR efficiency for learning [26,70,71,75,76] . But, according to Lanier et al…”
Section: Transcending Multimodal Teaching To Vr Technologymentioning
confidence: 99%
See 2 more Smart Citations
“…In education and training this can be explained by lack of on-campus experiments [73,74] . Globally, previous meta-analyses (2 studies), systematic reviews (1 study) and reviews (2 studies) documented VR efficiency for learning [26,70,71,75,76] . But, according to Lanier et al…”
Section: Transcending Multimodal Teaching To Vr Technologymentioning
confidence: 99%
“…Usual VR advantages listed in the literature are embodying, acting, repeating [70] , and increasing motivation while learning compared to other media [26,71] . Yet, leaners' acceptance and learning instructions' creation are still restraining large adoption [65,72] .…”
Section: Transcending Multimodal Teaching To Vr Technologymentioning
confidence: 99%
See 1 more Smart Citation
“…As these technologies become more available, user-friendly, and cost-effective, their uses in education are increasing (Akcayir & Akcayir, 2017; Bozgeyikli et al, 2018). Immersive technologies can provide a valuable learning experience for students to learn a variety of complex tasks in an interactive learning environment (Freina & Ott, 2015). These technologies could equip learners with student-centered, practice-oriented, and visual, simulated environments to increase students’ attention, memory recall, and engagement (Janssen et al, 2016).…”
mentioning
confidence: 99%
“…Fully immersive VR is completely filling the user's field of view with a head-mounted display. Although a huge amount of VR content comes from video games and the entertainment industry, VR offers the chance to many areas of education [3] from STEM, medicine, and humanities for various visualisations (big data, difficult structures, prototypes, human anatomy, digital heritage, etc.) [4,5,6,7] to practical training courses especially if a real system is very expensive or poses hazard/health risks or does not even exist (flight, driving, or maritime simulators, firefighting, factory operations, etc.)…”
Section: Introductionmentioning
confidence: 99%