Virtual Reality Based Education with Mobile Device Platform
Author(s) -
SangYoun Kim,
ByeongSeok Shin,
Heejin Choi
Publication year - 2019
Publication title -
mobile information systems
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.346
H-Index - 34
eISSN - 1875-905X
pISSN - 1574-017X
DOI - 10.1155/2019/6971319
Subject(s) - computer science , virtual reality , human–computer interaction , mobile device , multimedia , world wide web
)e objective of this special issue is to address the virtual reality based education system in the enhancement of learners’ motivation, engagement, immersion, satisfaction, and transfer of learning. Many papers were submitted, and after a thorough peer-review process, five papers were selected to be included in this special issue. )ese research studies provide invaluable insights into understanding and applying virtual reality from a multidisciplinary point of view. )is special issue includes high-quality and original research papers addressing research achievements, practices, theoretical framework, and challenges for virtual reality based education platform with mobile devices. We believe that the published papers in this special issue introduce readers to the latest advances in the field. )e paper by M. Hernández-Ordoñez et al. presents an education platform consisting of a homemade robotic arm, a control system, and the RAR@pp for teaching robotic arm manipulation concepts. In the paper, they apply augmented reality technology for the visualization of the articulation arm angles. )e paper by H. Kim et al. proposes a novel, virtual reality based cyber-physical education system for efficient education in virtual reality on a mobile platform which can integrate the real world into virtual reality using cyberphysical systems technology. )e paper by S. Jeon designed a user-adaptive tactile keyboard on mobile device and then investigated how tactile feedback intensity of the virtual keyboard in mobile devices affects typing speed and user preference. )e paper by K. Choi et al. developed a multilayer 360° VR representation with image-based interactions such as mesh deformation and water simulation, which enables users to realistically interact with 360° panoramic contents without consuming excessive computational resources. On the basis of this representation, they designed and implemented play-based learning scenarios to increase the interactivity and immersion of users. )e paper by M. K. Jin presents an evaluation tool for VR-training contents based on mobile environments. After categorizing VR-training contents in the field of tech education into structure comprehension type, procedure learning type, and equipment experiment type contents, they constructed items for each evaluation area.
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