A LITERATURE REVIEW ON IMMERSIVE VIRTUAL REALITY IN EDUCATION: STATE OF THE ART AND PERSPECTIVES.

@article{Ott2015ALR,
  title={A LITERATURE REVIEW ON IMMERSIVE VIRTUAL REALITY IN EDUCATION: STATE OF THE ART AND PERSPECTIVES.},
  author={Michela Ott and Laura Freina},
  journal={11th International Conference eLearning and Software for Education},
  year={2015}
}
  • M. OttL. Freina
  • Published 23 April 2015
  • Computer Science
  • 11th International Conference eLearning and Software for Education
Since the first time the term "Virtual Reality" (VR) has been used back in the 60s, VR has evolved in different manners becoming more and more similar to the real world. [] Key Result It concludes outlining strategies that could be carried out to verify these ideas.

Figures from this paper

Applying immersive virtual reality for remote teaching architectural history

The Pantheon in Rome was used as a representative test case for evaluating the effectiveness of IVR as a medium for remote teaching and revealed that the intricate architectural details combined with high-resolution imagery and audio narrations for objects of historical interest in coordination with the user’s viewpoint within the IVR environment provided an excellent learning experience.

Virtual Reality for Immersive Learning in Art History

A VR museum for paintings designed for instructors in Art History is proposed, facilitating the modification of the application without prior programming knowledge in the JSON open-standard file format, suggesting its potential deployment in classes of Art History to better engage students.

Evaluation of the potential impact of fully-immersive virtual reality on production engineering curricula

The results show that VR has a great potential to shape the production engineering curricula in the coming years both in term of content and design of the learning experiences.

Mobile Virtual Reality: A Promising Technology to Change the Way We Learn and Teach

Even when Virtual Reality (VR) is included in the new technologies set, we have to be conscious about how old is the idea of representing reality in an artificial way. Since centuries ago, human

AUGMENTED REALITY (AR) AND VIRTUAL REALITY (VR): THE FUTURE OF INTERACTIVE VOCATIONAL EDUCATION AND TRAINING FOR PEOPLE WITH HANDICAP

  • Dr. Leila Mekacher
  • Computer Science
    PUPIL: International Journal of Teaching, Education and Learning
  • 2019
In this paper, some application examples of these technologies in different areas of the authors' VET such as automotive mechatronics engineering, electrotechnology and Automation, technical product design, information technology and In-house virtual vocational School are presented.

Teaching College Classes with Virtual Reality

The author uses VR, particularly 360° videos, to virtually engage students in an event, through a wide spectrum of educational resources, such as a virtual “bystander” and pedagogical practices learned through this experiment.

Virtual Transformations in Human Learning Environment: An Extended Reality Approach

This study examines how extended reality (XR) approaches and its applications are transforming virtual learning environments in the context of human education and learning and offers several novel approaches for addressing these challenges.

A Virtual Reality Check: Covid-19 & the Challenges Facing Virtual Reality as an off-the-shelf Mainstream EdTech Solution

Based on qualitative interviews, literature research and the practitioner experience of the authors in the field of education and VR, a technology fit assessment model has been proposed to support education institutes in their VR evaluation process.

How Real is Virtual reality—An Immersion, Interaction and Embodiedness Study

In the past few years, virtual reality (“VR”) has been explored as a potential medium that provides immersive experiences. VR features are being evolved for active engagement. However, there is a lot

Best Practices in the Use of Augmented and Virtual Reality Technologies for SLA: Design, Implementation, and Feedback

This chapter suggests several immersive tools and applications suited for the use in foreign language classroom (Aurasma, ThingLink, and Google Cardboard), which were evaluated by both students and instructors by means of self-assessment, technical feedback, and usage statistics.
...

References

SHOWING 1-10 OF 56 REFERENCES

Research on Presence in Virtual Reality: A Survey

An investigation shows there has been substantial research for developing methods for measuring presence and research regarding factors that contribute to presence, but key knowledge elements in this area are still missing.

Three views of virtual reality: nonimmersive virtual reality

Nonimmersive virtual reality (VR), which places the user in a 3D environment that can be directly manipulated with a conventional graphics workstation using a monitor, a keyboard; and a mouse, is

Drumming in Immersive Virtual Reality: The Body Shapes the Way We Play

Results demonstrate that full body ownership illusions can lead to substantial behavioral and possibly cognitive changes depending on the appearance of the virtual body, which could be important for many applications such as learning, education, training, psychotherapy and rehabilitation using IVR.

Perceiving spaces through digital augmentation: An exploratory study of navigational augmented reality apps

Surprisingly, it was found that AR users actually became less aware of their surroundings than non-AR navigational app users, and augmented reality was found to have a number of distinct advantages over other navigational apps, namely the ability to improve the users’ understanding of proximity, directions, and spatial relations.

Virtual Reality in the Rehabilitation of People with Intellectual Disabilities: Review

Fears that skills or habits learnt in a virtual setting would not transfer to the real world setting have not been supported by the available evidence, apart from those studies with people with autistic spectrum disorders.

Immersive Simulation of Architectural Spatial Experiences

Evidence of the positive impact of the use of the virtual reality system in design education is found and the best practices to incorporate its pervasive use based on high-impact simplified methods are investigated.

vConnect: Connect the real world to the virtual world

  • Yifeng HeZiyang Zhang L. Guan
  • Computer Science
    2014 IEEE International Conference on Computational Intelligence and Virtual Environments for Measurement Systems and Applications (CIVEMSA)
  • 2014
A vConnect architecture is proposed, which aims to establish real-time bidirectional information exchange between the virtual world and the real world, and proposes finger interactions which enable the user in the CAVE to manipulate the information in a natural and intuitive way.

Foreign language learning in immersive virtual environments

This paper describes the development of a novel application for teaching Mandarin using CAVE-like VR, physical props, human actors and intelligent virtual agents, all within a semester-long multiplayer mystery game.

Learning by doing and learning through play: an exploration of interactivity in virtual environments for children

This article explores central thread in learning, play, as well as an essentialcharacteristic of virtual reality environments: interactivity, andritical review of examples of immersive virtual reality worldreated for children, with particular attention given to the role and nature of interactivity.

Ubiquitous virtual reality ‘To-Go’

This work proposes to demonstrate a ubiquitous immersive virtual reality system that is highly scalable and accessible to a larger audience, and develops an extensive immersive virtual experience that involves engaging users visually and aurally.
...