2016
DOI: 10.12973/eurasia.2017.00622a
|View full text |Cite
|
Sign up to set email alerts
|

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

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-ente… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1

Citation Types

0
6
0
3

Year Published

2017
2017
2022
2022

Publication Types

Select...
5
2
1

Relationship

1
7

Authors

Journals

citations
Cited by 10 publications
(9 citation statements)
references
References 6 publications
0
6
0
3
Order By: Relevance
“…In particular, the use of serious games seems to be increasingly widespread in the context of digital heritage (Mortara et.al., 2013;Ioannides et al, 2017;Luigini, 2019b;Luigini et.al., 2019) probably also for the development and diffusion of the heritage digitization process. Until now, VR-based applications have been mainly implemented using head mounted displays (HMD), which have probably contributed to reduce their circulation (Buń, et al, 2016). The associated costs may be high: although they are becoming more and more popular and affordable, so much so that they are entering the consumer electronics market in the same way as smartphones, gaming consoles or smart TVs, they are widespread devices in the advanced gamer community.…”
Section: Theoretical Backgroundmentioning
confidence: 99%
“…In particular, the use of serious games seems to be increasingly widespread in the context of digital heritage (Mortara et.al., 2013;Ioannides et al, 2017;Luigini, 2019b;Luigini et.al., 2019) probably also for the development and diffusion of the heritage digitization process. Until now, VR-based applications have been mainly implemented using head mounted displays (HMD), which have probably contributed to reduce their circulation (Buń, et al, 2016). The associated costs may be high: although they are becoming more and more popular and affordable, so much so that they are entering the consumer electronics market in the same way as smartphones, gaming consoles or smart TVs, they are widespread devices in the advanced gamer community.…”
Section: Theoretical Backgroundmentioning
confidence: 99%
“…Information about habits and frequency of use concerning virtual reality was requested (see Figs. 7 and 8 as an example) through the following items: how long they have owned a virtual reality viewer (5 predefined categories), Frequency of use of virtual reality (4 predefined categories of frequency), fields of use of virtual reality (7 predefined fields) and leisure genres of interest in virtual reality (14 predefined eligible genres plus the possibility of an open answer) [5], [6].
Fig. 7Number of years using virtual reality distribution of the sample.
Fig.
…”
Section: Datamentioning
confidence: 99%
“…Un primer acercamiento a este potencial debe hacerse a través de los usuarios adelantados de estos primeros visores comerciales de realidad virtual, ya que ofrecen la información real de su uso cotidiano, sus intereses y el potencial psicológico que ellos perciben (Buń et al, 2017;Lin, Wang, Kuo, y Luo, 2017;Yildirim, 2017).…”
Section: Introductionunclassified
“…La tecnología de RV actualmente es cara y está orientada en su mayor parte hacia el ocio digital y los videojuegos, por lo que el usuario actual debe tener un adecuado nivel adquisitivo y el ocio digital se encuentra entre sus intereses principales(Sánchez-Cabrero et al, 2019b). intuitiva y fácil de manejar, y en pocos años se estima que los púberes y adolescentes la utilizarán de forma habitual y cotidiana(Adams et al, 2018).El bajo coste con el que salen al mercado los accesorios necesarios para realizar una experiencia de RV está facilitando el acceso a una población con menos recursos económicos(Buń et al, 2017). La expansión que ha desplegado en las diferentes ciencias ha sorprendido sobremanera.…”
unclassified