Virtual reality for immersive e-learning
This project explores the use of virtual reality (VR) in immersive e-learning by implementing a Rubik's Cube in VR to investigate its effectiveness as a learning tool. The cube was controlled entirely using hand gestures, and beta testing revealed that the virtual Rubik's Cube was not as e...
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Nanyang Technological University
2023
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sg-ntu-dr.10356-1661212023-04-21T15:38:58Z Virtual reality for immersive e-learning Low, Jackson Jin Teng Seah Hock Soon School of Computer Science and Engineering ASHSSEAH@ntu.edu.sg Engineering::Computer science and engineering::Software::Software engineering This project explores the use of virtual reality (VR) in immersive e-learning by implementing a Rubik's Cube in VR to investigate its effectiveness as a learning tool. The cube was controlled entirely using hand gestures, and beta testing revealed that the virtual Rubik's Cube was not as effective as the physical cube due to accuracy and speed of recognition in detecting hand gestures. Nevertheless, it was found that there is a potential that users are able to develop muscle memory and there are areas where learning in VR can have an edge such as customization and scalability. The findings suggest that while there are limitations to using VR in certain contexts, it can still be a valuable tool for immersive e-learning with the potential for further development in specific areas. Bachelor of Business Bachelor of Engineering (Computer Science) 2023-04-19T01:38:58Z 2023-04-19T01:38:58Z 2023 Final Year Project (FYP) Low, J. J. T. (2023). Virtual reality for immersive e-learning. Final Year Project (FYP), Nanyang Technological University, Singapore. https://hdl.handle.net/10356/166121 https://hdl.handle.net/10356/166121 en application/pdf Nanyang Technological University |
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Engineering::Computer science and engineering::Software::Software engineering Low, Jackson Jin Teng Virtual reality for immersive e-learning |
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This project explores the use of virtual reality (VR) in immersive e-learning by implementing a Rubik's Cube in VR to investigate its effectiveness as a learning tool. The cube was controlled entirely using hand gestures, and beta testing revealed that the virtual Rubik's Cube was not as effective as the physical cube due to accuracy and speed of recognition in detecting hand gestures. Nevertheless, it was found that there is a potential that users are able to develop muscle memory and there are areas where learning in VR can have an edge such as customization and scalability. The findings suggest that while there are limitations to using VR in certain contexts, it can still be a valuable tool for immersive e-learning with the potential for further development in specific areas. |
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Seah Hock Soon |
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Seah Hock Soon Low, Jackson Jin Teng |
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Final Year Project |
author |
Low, Jackson Jin Teng |
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Low, Jackson Jin Teng |
title |
Virtual reality for immersive e-learning |
title_short |
Virtual reality for immersive e-learning |
title_full |
Virtual reality for immersive e-learning |
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Virtual reality for immersive e-learning |
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Virtual reality for immersive e-learning |
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virtual reality for immersive e-learning |
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Nanyang Technological University |
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2023 |
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https://hdl.handle.net/10356/166121 |
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