[go: up one dir, main page]
More Web Proxy on the site http://driver.im/
Skip to main content

Virtual Reality in Education: Reviewing Different Technological Approaches and Their Implementations

  • Conference paper
  • First Online:
Novel & Intelligent Digital Systems: Proceedings of the 2nd International Conference (NiDS 2022) (NiDS 2022)

Part of the book series: Lecture Notes in Networks and Systems ((LNNS,volume 556))

Included in the following conference series:

Abstract

Virtual Reality is a beneficial and appealing supplement to traditional education. VR has been a broad term used to designate a variety of educational systems throughout the years, including desktop-based Virtual Reality, CAVE-based Virtual Reality, stereoscopic glasses-based Virtual Reality and custom-developed Virtual Reality systems. This study investigates the many applications of the term “Virtual Reality” for educational purposes, with the objective of serving as a map to differentiate earlier uses of the term “Virtual Reality” as it is currently interwoven with Head Mounted Displays. The study also discusses the features and advantages of modern Head Mounted Displays that provide a complete VR learning experience that impact the user’s experience. More degrees of freedom (DoF), increased display resolution, greater refresh rate, hand and head tracking and a larger field of vision (FoV) are just a few of the hardware advancements that are promoting the use of VR as a technological method for education in the classroom.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
£29.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
GBP 19.95
Price includes VAT (United Kingdom)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
GBP 103.50
Price includes VAT (United Kingdom)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
GBP 129.99
Price includes VAT (United Kingdom)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Marougkas, A., Troussas, C., Krouska, A., Sgouropoulou C.: A Framework for Personalized Fully Immersive Virtual Reality Learning Environments with Gamified Design in Education. Frontiers in Artificial Intelligence and Applications EbookVolume 338: Novelties in Intelligent Digital Systems, pp. 95–104 (2021). https://doi.org/10.3233/FAIA210080C

  2. Papakostas, C., Troussas, C., Krouska, A., Sgouropoulou, C.: User acceptance of augmented reality welding simulator in engineering training. Educ. Inf. Technol. 1–27 (2021). https://doi.org/10.1007/s10639-020-10418-7

  3. McGuirt, J.T., et al.: Extended reality technologies in nutrition education and behavior: comprehensive scoping review and future directions. Nutrients 12, 2899 (2020). https://doi.org/10.3390/nu12092899

    Article  Google Scholar 

  4. Birt, J., Stromberga, Z., Cowling, M., Moro, C.: Mobile mixed reality for experiential learning and simulation in medical and health sciences education. Information 9, 31 (2018). https://doi.org/10.3390/info9020031

    Article  Google Scholar 

  5. Berkman, M.I.: History of virtual reality. In: Lee, N. (eds.) Encyclopedia of Computer Graphics and Games. Springer, Cham (2018). https://doi.org/10.1007/978-3-319-08234-9_169-1

  6. Anderson, K., Laverie, D.: In the consumers’ eye: a mixed-method approach to understanding how VR-Content influences unbranded product quality perceptions. J. Retail. Consum. Serv. 67, 102977 (2022). https://doi.org/10.1016/j.jretconser.2022.102977

  7. Barbara, S., Vincent, H., Karim, B., David, B.: BIM data flow architecture with AR/VR technologies: use cases in architecture, engineering and construction. Autom. Construct. 134, 104054 (2022). ISSN 0926-5805. https://doi.org/10.1016/j.autcon.2021.104054

  8. Chiang, D.H., et al.: Immersive virtual reality (VR) training increases the self-efficacy of in-hospital healthcare providers and patient families regarding tracheostomy-related knowledge and care skills. Medicine 2 101–28570. https://doi.org/10.1097/MD.0000000000028570

  9. Hutson, J., Olsen, T.: Digital humanities and virtual reality: a review of theories and best practices for art history. Int. J. Technol. Educ. 4, 491–500 (2021). https://doi.org/10.46328/ijte.150

  10. Hernández-Chávez, M., et al.: Development of virtual reality automotive lab for training in engineering students. Sustainability 13, 9776 (2021). https://doi.org/10.3390/su13179776

  11. García-Bonete, M.J., Jensen, M., Katona, G.: A practical guide to developing virtual and augmented reality exercises for teaching structural biology. Biochem. Molec. Biol. Educ. 47 (2018). https://doi.org/10.1002/bmb.21188

  12. Anastasia, R., Alexey, K., Andrey, M., Artem, S., Nadezhda, M., Mikhail, K.: Orbital battleship: a multiplayer guessing game in immersive virtual reality. J. Chem. Educ. 97(11), 4184–4418 (2020). https://doi.org/10.1021/acs.jchemed.0c00866

    Article  Google Scholar 

  13. James, C., Rhodora, A.: Impact of immersing university and high school students in educational linear narratives using virtual reality technology. Comput. Educ. 159(104005), 0360–1315 (2020). https://doi.org/10.1016/j.compedu.2020.104005

    Article  Google Scholar 

  14. Valdez, M., Machado Ferreira, C., Martins, M., Maciel-Barbosa, F.: 3D Virtual Reality Experiments to Promote Electrical Engineering Education (2015). https://doi.org/10.1109/ITHET.2015.7217957

  15. Xu, X., Ke, F.: Designing a virtual-reality-based, gamelike math learning environment. Am. J. Distance Educ. 30, 27–38 (2016). https://doi.org/10.1080/08923647.2016.1119621

    Article  Google Scholar 

  16. Makransky, G., Mayer, R., Veitch, N., Hood, M., Christensen, K., Gadegaard, H.: Equivalence of using a desktop virtual reality science simulation at home and in class. PLOS ONE 14, e0214944 (2019). https://doi.org/10.1371/journal.pone.0214944

  17. Kaimaris, D., Stylianidis, E., Karanikolas, N.: Virtual Reality: developing a VR space for academic activities. ISPRS Ann. Photogram. Remote Sens. Spatial Inform. Sci. II-5, 197–201 (2014). https://doi.org/10.5194/isprsannals-II-5-197-2014

  18. Stratos, A., Rentzos, L., Mavrikios, D., Georgoulias, K., Mourtzis, D., Chryssolouris, G.: A virtual reality application to attract young talents to manufacturing. Procedia CIRP 57, 134–139 (2016). https://doi.org/10.1016/j.procir.2016.11.024

    Article  Google Scholar 

  19. Cruz-Neira, C., Sandin, D.J., DeFanti, T.A., Kenyon, R.V., Hart, J.C., The, C.A.V.E.: Audio visual experience automatic virtual environment. Commun. ACM 35(6), 64–72 (1992). https://doi.org/10.1145/129888.129892

    Article  Google Scholar 

  20. Abulrub, A.H., Attridge, A., Williams, Z.: Virtual reality in engineering education: the future of creative learning. Int. J. Emerg. Technol. Learn. 6 (2011). https://doi.org/10.3991/ijet.v6i4.1766

  21. Barrett, T., Hegarty, M.: Effects of interface and spatial ability on manipulation of virtual models in a STEM domain. Comput. Hum. Behav. 65 (2016). https://doi.org/10.1016/j.chb.2016.06.026

  22. Häfner, P., Häfner, V., Ovtcharova, J.: Teaching methodology for virtual reality practical course in engineering education. Procedia Comput. Sci. 25, 251–260 (2013). https://doi.org/10.1016/j.procs.2013.11.031

    Article  Google Scholar 

  23. Papakostas, C., Troussas, C., Krouska, Sgouropoulou, C.: Exploration of augmented reality in spatial abilities training: a systematic literature review for the last decade. Inform. Educ. 20(1), 107–130 (2021). https://doi.org/10.15388/infedu.2021.06

  24. Sutherland, I.E.: A head-mounted three dimensional display. In: Proceedings of the December 9–11, 1968, Fall Joint Computer Conference, Part I. AFIPS 1968 (Fall, part I), pp. 757–764. ACM, (cit. on p. 6) San Francisco, California (1968)

    Google Scholar 

  25. Chakareski, J., Khan, M.: Wifi-VLC dual connectivity streaming system for 6DOF multi-user virtual reality. In: Proceedings of the 31st ACM Workshop on Network and Operating Systems Support for Digital Audio and Video (NOSSDAV 2021), pp. 106–113. Association for Computing Machinery, New York, NY, USA (2021). https://doi.org/10.1145/3458306.3460999

  26. Caserman, P., Garcia-Agundez, A., Gámez Zerban, A., Göbel, S.: Cybersickness in current-generation virtual reality head-mounted displays: systematic review and outlook. Virtual Reality 25(4), 1153–1170 (2021). https://doi.org/10.1007/s10055-021-00513-6

    Article  Google Scholar 

  27. Ramaser, C.A.N., El Jamiy, F., Reza, H.: A systematic survey on cybersickness in virtual environments. Computers 11(4), 51 (2022). https://doi.org/10.3390/computers11040051

    Article  Google Scholar 

  28. Callahan-Flintoft, C., Barentine, C., Touryan, J., Ries, A.J.: A case for studying naturalistic eye and head movements in virtual environments. Front. Psychol. 12, 650693 (2021). https://doi.org/ https://doi.org/10.3389/fpsyg.2021.650693

  29. Khundam, C., Vorachart, V., Preeyawongsakul, P., Hosap, W., Noël, F.: A comparative study of interaction time and usability of using controllers and hand tracking in virtual reality training. Informatics 8(3), 60 (2021). https://doi.org/10.3390/informatics8030060

    Article  Google Scholar 

  30. Papakostas, C., Troussas, C., Krouska, A., Sgouropoulou, C.: Measuring user experience, usability and interactivity of a personalized mobile augmented reality training system. Sensors 21(11), 3888 (2021). https://doi.org/10.3390/s21113888

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Andreas Marougkas .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Marougkas, A., Troussas, C., Krouska, A., Sgouropoulou, C. (2023). Virtual Reality in Education: Reviewing Different Technological Approaches and Their Implementations. In: Krouska, A., Troussas, C., Caro, J. (eds) Novel & Intelligent Digital Systems: Proceedings of the 2nd International Conference (NiDS 2022). NiDS 2022. Lecture Notes in Networks and Systems, vol 556. Springer, Cham. https://doi.org/10.1007/978-3-031-17601-2_8

Download citation

Publish with us

Policies and ethics