This paper presents a robust literature review on the subject of Virtual Reality and its use in training and educational systems. Firstly, the beginnings of Virtual Reality are presented, then, advantages and disadvantages of virtual reality environments are described. Various characteristics of Virtual Reality are highlighted, which have positive or negative influence on learning or training ability of individuals. It is shown how various organizations could benefit from using virtual reality in their daily activities. Such aspect as sense of presence is also described, which has tremendous effect on how subjects perceive information in virtual world.
In this paper, we present a review of the major issue of Virtual Reality -Cyber Sickness. As Virtual Reality becomes more and more popular and advanced technology, it is being used in a variety of areas, such as military, surgery, schools, etc. for training and education. Although at this point, Virtual Reality technology has multiple problems to overcome, Cyber Sickness issue is one of the most difficult ones, as it is closely linked to our physiology and Virtual Reality technology as well. Cyber Sickness symptoms are very similar to those of Motion Sickness, but are caused by Virtual Reality Environments. Due to its potential harm to human health, it is important to know the causes of this issue and possible ways to combat it. In this paper, we will highlight what aspects of Virtual Reality technology cause these symptoms and their outcomes.
This paper suggests a new virtual reality environment creation methodology, using game development IDEs as a platform. The methodology is based on previous experience with regular and virtual reality programming as well as on a compilation of other methodologies. The method was prepared for the development of a virtual therapy serious game, and was validated on more projects. The output of this method is the statement of the virtual environment scenario, the list of needed objects, their states and actions to change these states, which lead to a state machine creation and assets lists. Keyword
The main point of the work was to use virtual reality to discover its benefits on training, specifically on the precision of hand movements in specific settings, and then evaluate its effects both for virtual reality and the transfer of the results to the real world. A virtual reality simulation was created using the Unity3D game engine and real-world experimental material was also prepared. A total of 16 participants took part in the training, which lasted for approximately one month. Once the data was gathered from both the virtual reality and real-world tests, we carried out in-depth statistical analysis. The results suggest positive outcomes in most aspects in virtual reality training productivity, but only partial transfer of the training benefits to the real world scenario. The possible reasons for this are described in the work and suggestions are given to duplicate the study with different variables to try to achieve different results.
This paper presents our approach for making an active camera tracking application for augmented reality. We have taken into consideration the use of such applications in industry and conditions in production systems., Unity3D with ARToolkit for Unity was chosen as the development platform due to its compatibility and availability, although we needed to conduct a slight modification to the ARToolkit for Unity which we present in the paper. For testing the modified algorithm, we placed fixed markers around a room and made a LiDAR scan of it. We evaluated the quality of registration of the actual view and the LiDAR scan. The results are yet to be further evaluated and the algorithm must be tested in conditions that will be as near as possible to an actual shop floor.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.