Virtual technology is one of the fresh generation of information technologies and has been widely used in education. It is anticipated that it can bring students a learning experience closer to fact, provide tailored learning environments and change the traditional classroom.
The use of VR in higher education can be described as topic that is actually studied in the literature. The research effects indicate that your major objects of VR application are undergraduates, and the applications are mainly related to technology and design, history, medication, and artwork.
Several types of gadgets can be placed on VR in higher education, which include computers, simulators and head-mounted shows. However , the existing device assortment is not really comprehensive, in fact it is difficult to assess the teaching a result of important link VR in the field of degree.
In addition , the immersion for these VR units is not good. The user would not have the feeling that he or she is genuinely in the VR environment, which causes problems for educating. Therefore , a study is needed to enhance the immersion of the devices.
To do this, we performed a review of the relevant literature and analyzed it is content. All of us sorted the literature into three classes: non-immersive, cave-based and completely immersive.
Immersion refers to the extent to which a computer display has the ability to of featuring an inclusive, intensive, surrounding, and brilliant illusion of reality. Additionally, it considers the product range of physical modalities, the width belonging to the environment as well as the resolution and accuracy of the display.