Virtual Reality and Education – The Steam Panorama

J. Pirker, Enrica Loria, Alexander Kainz, Johannes Kopf, A. Dengel
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引用次数: 2

Abstract

Virtual Reality (VR) is increasingly being used as an education medium also enabled by advances in the consumer market, making the devices less expensive and the setup easier. The hardware is more accessible, and players can use Steam as the leading distribution platform for VR applications. Hence, more and more VR applications are being published, also for educational purposes. However, the VR educational games panorama is yet to be described due to the recent rise of this area, as well as users’ perceptions (both learners and educators) and issues specific to each learning domain. Towards this, we provide a first analysis of the Steam educational VR applications. We report an analysis of user reviews describing the positive and negative characteristics of VR experiences. Finally, we give an overview of popular educational VR experiences and what we can learn from reviewers about the design requirements for specific learning fields.
虚拟现实和教育-蒸汽全景
随着消费市场的发展,虚拟现实(VR)越来越多地被用作教育媒介,这使得设备更便宜,设置更容易。硬件更容易获得,玩家可以使用Steam作为VR应用的主要分发平台。因此,越来越多的VR应用程序被发布,也用于教育目的。然而,由于最近这一领域的兴起,以及用户(学习者和教育者)的看法和每个学习领域的具体问题,VR教育游戏的全景还有待描述。为此,我们提供了Steam教育VR应用的第一个分析。我们报告了用户评论的分析,描述了VR体验的积极和消极特征。最后,我们概述了流行的教育VR体验,以及我们可以从评论者那里了解到的特定学习领域的设计要求。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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