First, data gloves were made. The STM32 microcontroller was selected for the data glove to collect hand motion pose data from the MPU6050 sensor, and the data was transferred to the Unity3D engine via a wireless Bluet...
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Amputees use prosthetic devices to perform activities of daily living. However, some users reject their devices due to the lack of usability or high cognitive workload. Although virtual reality has been studied in thi...
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Mobile based gaming application development is an innovative recent trend in the area of mobile computing. The paper explores Hypercasual Infinity virtual reality (VR) mobile gaming application designed and developed ...
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In recent years, the way we make the decision to read a book has diversified a lot. From simple methods based on friends' recommendations or the desire to read a book after watching a movie based on that book, to ...
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Technology is a form of non-living thing that supports and carries out the needs of human life. One type of technology is virtual reality (VR), which is already familiar to many people. According to Augmented and Virt...
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Technology is a form of non-living thing that supports and carries out the needs of human life. One type of technology is virtual reality (VR), which is already familiar to many people. According to Augmented and virtual reality Report conducted by Perkins Coie in 2020, education (28%) is the third sector that is expected to implement virtual reality (VR) the most, still behind gaming (47%) and health care devices (38%). The goal of this research is to generate insights about existing virtual reality (VR) implementations to encourage more implementation of virtual reality (VR) specifically in the education sector. We believe that virtual reality (VR) can be used to leverage learning in various fields of education. This research adopts Systematic Literature Review as a research method. Total of 200 published VR-related studies from 2019 to 2023 through Google Scholar, ScienceDirect, and ACM Digital Library, resulting from searches, then being reviewed, analyzed, and synthesized. The research concludes that there are ten fields (Arts, Engineering, History, Languages and Literatures, Life Sciences, Math and Computation, Medical, Physical Education, Physical Sciences, Qualitative Social Sciences) of study that apply virtual reality (VR) with Medical (77 study), Arts (24 study), and Math and Computation (18 study) hold the top three spots for the most number of studies done, the characteristic from field of study that suitable for virtual reality (VR) is the field of study that have practices which could be mirrored from real-life practice, three factors that influence the implementation of virtual reality in the education sector are engaging, imaginative, and precautionary while some of virtual reality (VR) benefits for learning are for attention training and to increase problem solving skills, and virtual reality (VR) learning is more effective compared to traditional learning based on empirical findings. Therefore, in this research, we discuss an overview towards the
The article presents an approach for developing a technological site using virtual reality to demonstrate the interaction of technological objects. An analysis of different IDEs for 3D prototyping is conducted, the ad...
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This paper presents the analysis of expert interviews and a comprehensive bibliometric analysis of 348 research articles from 2003 to 2023, specifically focusing on applying virtual reality in Higher Education. The st...
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Remote monitoring was studied on Rankine cycle test platform using network technology. This paper presents a remote monitoring method using 3D technology. A three-dimensional environment interface suitable for industr...
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In this paper, we propose InsectVR, a virtual reality (VR) platform designed for biology edutainment that simulates crawling insects in realistic and immersive virtual environments. InsectVR offers a unique opportunit...
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In virtual reality (VR), users can feel embodied through a virtual body that mimics their physical one in terms of location, behavior, and movement. Several studies have explored users’ perception of self-avatar move...
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