2018
DOI: 10.3991/ijet.v13i01.7773
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Recent Developments in Game-Based Virtual Reality Educational Laboratories Using the Microsoft Kinect

Abstract: Abstract-Virtual Reality (VR) is a well-known concept and has been proven to be beneficial in various areas. However, several disadvantages inherent in VR prevent its broad deployment in the educational arena. These limitations include non-realistic representation, lack of customizability and flexibility, financial feasibility, physical and psychological discomforts of the users, simulator sickness, etc. In this paper, an innovative method that uses the Microsoft Kinect as an essential component for developing… Show more

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Cited by 79 publications
(43 citation statements)
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“…This kind of application may require more profound immersive feeling and controlling. To address this issue, special external sensors, such as Kinect [18] or MYO Gesture Control Armband [52], sensor-gloves [53] or dedicated suits [54] might be needed. For example, in [55], the authors introduce an immersive system based on haptic interface simulating task-specific training in a hazardous work environment.…”
Section: Types Of Virtual Educational Environmentsmentioning
confidence: 99%
See 1 more Smart Citation
“…This kind of application may require more profound immersive feeling and controlling. To address this issue, special external sensors, such as Kinect [18] or MYO Gesture Control Armband [52], sensor-gloves [53] or dedicated suits [54] might be needed. For example, in [55], the authors introduce an immersive system based on haptic interface simulating task-specific training in a hazardous work environment.…”
Section: Types Of Virtual Educational Environmentsmentioning
confidence: 99%
“…This kind of scenario is mainly used in medical sciences and engineering, and it sometimes requires more advanced and high-precision educational systems supported by tailor-made haptic solutions. By practising with 3D models designed based on authentic devices, students may familiarise with their construction [57], principles [58], occurring physical phenomena [18] as well as experience states of emergency [59]. The Simodont [60], a VR application for teaching crown preparation in preclinical dental training, VR was combined with haptic feedback on the tools to simulate more realistic textures and feedback as compared to traditional false teeth.…”
Section: Types Of Virtual Educational Environmentsmentioning
confidence: 99%
“…There are other studies regarding the Kinects which do not cover precision and accuracy, but rather focus on their use and suitability in multiple fields: virtual laboratories for education [ 39 ], helping children with special educational needs [ 40 ], measuring and improving mild cognitive impairment [ 41 ], improving motivation [ 42 ], exercise gaming [ 43 ], establishing a gesture controlled interface for people with disabilities [ 44 ], assessing game performance of people with physical disabilities [ 45 ], studying navigational issues of people with movement disorders in a virtual environment [ 46 ] and other, virtual reality therapies [ 47 , 48 ].…”
Section: Motion Tracking State Of the Artmentioning
confidence: 99%
“…Furthermore, IVEs have the necessary potentials to achieve knowledge synthesis to improve the design process [19].Many industries implemented AR/VR in a successful way. For example, AR/VR has applications in manufacturing [20,21], retail [22,23], mining [24,25], education [26][27][28], and healthcare, especially for simulating surgeries [29][30][31]. Recent studies indicate the benefits of AR/VR in the AEC industry by demonstrating potential applications, such as safety training [32], visualization [33,34], communication [15], and energy management [35].…”
mentioning
confidence: 99%