Virtual reality applications in education domain

Clinical research; Computer games; E-learning; Ergonomics; Industrial plants; Tourism industry; Cell phone; Computer generated; Education domain; Education sectors; Mechanical development; Mechanical plants; Virtual research; Virtual reality

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Bibliographic Details
Main Authors: Alfarsi G., Mohd Yusof A.B.
Other Authors: 57194571355
Format: Conference Paper
Published: Institute of Electrical and Electronics Engineers Inc. 2023
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Institution: Universiti Tenaga Nasional
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spelling my.uniten.dspace-251502023-05-29T16:06:59Z Virtual reality applications in education domain Alfarsi G. Mohd Yusof A.B. 57194571355 57221646078 Clinical research; Computer games; E-learning; Ergonomics; Industrial plants; Tourism industry; Cell phone; Computer generated; Education domain; Education sectors; Mechanical development; Mechanical plants; Virtual research; Virtual reality Virtual reality catches individuals' consideration. This innovation has been applied in numerous divisions, for example, medication, industry, training, computer games, or the travel industry. Maybe its most significant zone of intrigue has been relaxation and amusement. In any case, the part, the presentation of virtual or increased reality had a few limitations: it was costly, it had poor ergonomics, or inferred an excessive amount of work to make the substance. This study gives a general view of virtual reality applications that used primarily in the education sector. Late mechanical developments, including the quick selection of cell phones by society, have encouraged the entrance to computer-generated reality and enlarged the truth of anybody. Instructive organizations profit by better openness to virtual innovations. VR will make it conceivable to educate in virtual situations that are difficult to picture in physical study halls, such as getting into virtual research facilities, imagining machines, mechanical plants, or even clinical cases. The gigantic prospects of open virtual advancements will make it conceivable to break the limits of formal instruction. � 2020 IEEE. Final 2023-05-29T08:06:59Z 2023-05-29T08:06:59Z 2020 Conference Paper 10.1109/ACIT50332.2020.9300056 2-s2.0-85099683557 https://www.scopus.com/inward/record.uri?eid=2-s2.0-85099683557&doi=10.1109%2fACIT50332.2020.9300056&partnerID=40&md5=a620123e1cb847a43d3a7086bd58df35 https://irepository.uniten.edu.my/handle/123456789/25150 9300056 Institute of Electrical and Electronics Engineers Inc. Scopus
institution Universiti Tenaga Nasional
building UNITEN Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Tenaga Nasional
content_source UNITEN Institutional Repository
url_provider http://dspace.uniten.edu.my/
description Clinical research; Computer games; E-learning; Ergonomics; Industrial plants; Tourism industry; Cell phone; Computer generated; Education domain; Education sectors; Mechanical development; Mechanical plants; Virtual research; Virtual reality
author2 57194571355
author_facet 57194571355
Alfarsi G.
Mohd Yusof A.B.
format Conference Paper
author Alfarsi G.
Mohd Yusof A.B.
spellingShingle Alfarsi G.
Mohd Yusof A.B.
Virtual reality applications in education domain
author_sort Alfarsi G.
title Virtual reality applications in education domain
title_short Virtual reality applications in education domain
title_full Virtual reality applications in education domain
title_fullStr Virtual reality applications in education domain
title_full_unstemmed Virtual reality applications in education domain
title_sort virtual reality applications in education domain
publisher Institute of Electrical and Electronics Engineers Inc.
publishDate 2023
_version_ 1806424275798720512