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Htc vr headset games
Htc vr headset games




htc vr headset games

A user through the utilization of an avatar (Carvalheiro, Nóbrega, da Silva, & Rodrigues, 2016) can as a result, navigate this world. In this paper, we refer to VR as the experience in which a user is fully immersed into either a virtual environment using head-mounted displays (headsets) or projection-based displays. VR is computer-simulated, which gives users the illusion of being physically present in the world and uses not only sight but also sound and touch to fully engage a user in the virtual world (Mandal, 2013). Virtual reality (VR) is a technology that has recently gained prominence as one of the core features of modern ‘high-tech’ with wide-ranging applications, including education (Virvou & Katsionis, 2008), gaming (Zyda, 2005), entertainment (Liu, Cheok, Mei-Ling, & Theng, 2007), military (Lele, 2013), skills training (Aggarwal, Black, Hance, Darzi, & Cheshire, 2006), tourism (Tussyadiah, Wang, Jung, & Dieck, 2018), as well as physical exercise (Finkelstein et al., 2011).

HTC VR HEADSET GAMES SOFTWARE

Contemporary computer hardware and software have improved significantly in size, speed, and precision, and a key to the creation of immersive technological applications (Bekele, Pierdicca, Frontoni, Malinverni, & Gain, 2018 Voinea, Girbacia, Postelnicu, & Marto, 2018). The rapid development in Information and Communication Technology (ICT) has revolutionized the computing industry and propelled a paradigm shift in the pedagogy of teaching and learning (Kaliisa, Edward, & Julia, 2019 Oyelere, Suhonen, Wajiga, & Sutinen, 2018). This study explores the advances of educational virtual reality games (EVRGs) and expounds its important developmental features such as technology, pedagogy and gaming. Based on our findings, we highlight some key implications and suggestions to advance the field of EVRGs. Furthermore, the application of EVRGs has primarily focused on out of class use, with healthcare education topics dominating the topics taught using EVRGs. tertiary, K-12, lifelong learning), with the specific target audience of each game based on the desired learning outcome.

htc vr headset games

Moreover, the analysis revealed that the pedagogical application of the majority of EVRGs was developed for all levels of education (e.g. The results show the predominance of Oculus Rift headsets and HTC Vive as the main technology used in EVRGs.

htc vr headset games

This study reviewed 31 articles published in high impact journals and educational conference proceedings to unravel the technological, pedagogical, and gaming characteristics of contemporary EVRGs. However, few studies have systematically analyzed Educational Virtual Reality Games (EVRGs) and how they have been applied in educational settings. Virtual Reality (VR) and educational games are emerging technologies mediating a rapid transformation in the educational world.






Htc vr headset games