Virtual technology is one of the fresh generation of information technologies and has been widely used in education. It is predicted that it may bring students a learning experience closer to reality, provide personalized learning conditions and change the traditional classroom.
The use of VR in higher education may be a topic that have been studied in the literature. The research effects indicate that the major things of VR application will be undergraduates, plus the applications are mostly related to research and architectural, history, drugs, and art work.
Several types of units can be utilized on VR in higher education, including computers, simulators www.iptech.one/sega-genesis-mini-hack/ and head-mounted exhibits. However , the existing device selection is not comprehensive, and it is difficult to measure the teaching effect of VR in the field of higher education.
In addition , the immersion of them VR equipment is not good. The user will not have the sense that he or she is actually in the VR environment, which causes problems for teaching. Therefore , a report is needed to enhance the immersion these devices.
To do this, we performed a review of the relevant literature and analyzed it is content. We all sorted the literature into three groups: non-immersive, cave-based and fully immersive.
Immersion refers to the extent where a computer screen has the ability to of providing an inclusive, intensive, surrounding, and vivid illusion of reality. Additionally, it considers the product range of physical modalities, the width of your environment and the resolution and accuracy of this display.