INTERNATIONAL JOURNAL OF NOVEL RESEARCH AND DEVELOPMENT International Peer Reviewed & Refereed Journals, Open Access Journal ISSN Approved Journal No: 2456-4184 | Impact factor: 8.76 | ESTD Year: 2016
Scholarly open access journals, Peer-reviewed, and Refereed Journals, Impact factor 8.76 (Calculate by google scholar and Semantic Scholar | AI-Powered Research Tool) , Multidisciplinary, Monthly, Indexing in all major database & Metadata, Citation Generator, Digital Object Identifier(DOI)
Virtual Reality (VR) is a well-known concept and has been proven to be beneficial in various areas such as entertainment, research, military training, medical training, etc. Also, many applications using VR technology in education have been reported. However, several disadvantages inherent in VR prevent its broad deployment in educational areas. These limitations include non-realistic representation, lack of customizability and flexibility,financial feasibility, users’ physical and psychological discomforts, simulator sickness, etc. In addition, the development of a Virtual Enviroment (VE) (including virtual space (VS), virtual models and avatars) that is suitable for educational usage could itself be troublesome. For example, creating a VS by surveying the real world with traditional measuring tools or creating virtual features with CAD software involves many steps and thus is time-consuming and complicated. The traditional data acquisition (DAQ) systems used in educational laboratories tend to be expensive, difficult to be set up and maintained. Using conventional keyboard and mouse as input devices for VR applications could be unnatural sometime, while novel immersive VR devices such as 3-D glasses, motion-tracking gloves and haptic sensors are too expensive for educational institutions. In this paper, an innovative method that uses the Microsoft Kinect as an essential component for developing game-based VR educational laboratories is presented. This technique includes three different aspects. First, it is an efficient method for creating the VE, the Kinect is used as a measuring tool for scanning the real laboratory scene and the real objects contained in it. The acquired data then form the basis forcreating the 3-D VE. Second, the Kinect is employed as a substitute DAQ system for acquiring range data and tracking the objects’ motion. The acquired results are then used to animate the experiment inside the VR environment. At last, the Kinect is used as a novel human-computer interface for tracking the users’ entire body motion and recognizing their voices. The results from the motion tracking and voice recognition serve as commands for navigating inside the VR environment. Using the method described here, three major aspects of educational VR development can be accomplished with an inexpensive and commercially available Kinect.
Keywords:
virtual reality, history of virtual reality, gaming in vr
Cite Article:
"Virtual Reality", International Journal of Novel Research and Development (www.ijnrd.org), ISSN:2456-4184, Vol.3, Issue 10, page no.8-12, October-2018, Available :http://www.ijnrd.org/papers/IJNRD1810004.pdf
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ISSN:
2456-4184 | IMPACT FACTOR: 8.76 Calculated By Google Scholar| ESTD YEAR: 2016
An International Scholarly Open Access Journal, Peer-Reviewed, Refereed Journal Impact Factor 8.76 Calculate by Google Scholar and Semantic Scholar | AI-Powered Research Tool, Multidisciplinary, Monthly, Multilanguage Journal Indexing in All Major Database & Metadata, Citation Generator
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