Abstract:Abstract:We present an exploratory study to assess the benefits of using Augmented Reality (AR) in training sports rule comprehension. Soccer is the chosen context for this study due to the wide range of complexity in the rules and regulations. Observers must understand and holistically evaluate the proximity of players in the game to the ball and other visual objects, such as the goal, penalty area, and other players. Grounded in previous literature investigating the effects of Virtual Reality (VR) scenarios … Show more
“…VR devices, has been in the market for sometimes now but they have not got much recognization from the public. VR applications [2]- [14] have now been used in many industries and organizations such as military, engineering and construction, healthcare, education, business and more. When the user puts on a VR headset, they sense and believe-their brains do-that they are in an alternative universe.…”
Section: Gamification-what It Is and How It Can Be Usedmentioning
The virtual reality is Computer-generated stimulation which are used for the experiencing a different reality. In this paper possibilities of VR gamification in the near future and how it possibly can take the whole world by storm if the right efforts and funds are given . VR is already having a possibility of helping surgeons and hospitals along with a dozen others like defences, entertainment industry and others. So we can think that in the near future we may see a lot of VR applications.
“…VR devices, has been in the market for sometimes now but they have not got much recognization from the public. VR applications [2]- [14] have now been used in many industries and organizations such as military, engineering and construction, healthcare, education, business and more. When the user puts on a VR headset, they sense and believe-their brains do-that they are in an alternative universe.…”
Section: Gamification-what It Is and How It Can Be Usedmentioning
The virtual reality is Computer-generated stimulation which are used for the experiencing a different reality. In this paper possibilities of VR gamification in the near future and how it possibly can take the whole world by storm if the right efforts and funds are given . VR is already having a possibility of helping surgeons and hospitals along with a dozen others like defences, entertainment industry and others. So we can think that in the near future we may see a lot of VR applications.
“…This new approach allows easy utilization and configuration as well as a cost-effective immersive visualization system based on off-theshelf elements. Similar studies include Pan et al (2006), Gavish et al (2015), Lau and Lee (2015); entertainment (Hock et al, 2017;Vargas et al, 2017); flight and driving simulation (Casas et al, 2016); exergames for health and well-being (Barathi et al, 2018;Ijaz et al, 2019;Balasaravanan & Andrew, 2022); sketching in 3D (Machuca et al, 2019) and cultural heritage (Portales et al, 2017).…”
Many empirical studies have shown that educational games and recent technologies impact education and increase learning effectiveness, students’ motivation and engagement. The overall aim of this study is to evaluate the usability of Imikode, a virtual reality (VR) game that was developed to introduce the concepts of object-oriented programming to novices. The improved version of the Imikode VR game consists of three features: An artificial intelligence component designed to provide real-time error feedback to users, an intelligent agent that guides and teaches users how to play the game and finally, the integration of multiple game play that gives learners more opportunities to explore the VR environment for greater immersive learning experience. This study adopted a survey approach and recruited first-year computer science students to measure learner satisfaction with educational virtual reality games and examined the correlations among the attributes of the Usefulness, Satisfaction and Ease of Use questionnaire of usage of Imikode. The results showed that the students were satisfied with Imikode and perceived the virtual reality educational game as very useful for learning object-oriented programming concepts. In addition, there was a correlation among the questionnaire variables, which means that researchers can use the instrument for future usability studies in the context. We further proffered some design recommendations for building software tools.
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