Abstract

Abstract Virtual, augmented and mixed reality (VR, AR and MR) infiltrated not only gaming, industry, engineering, live events, entertainment, real estate, retail, military, etc., but as surveys indicate, also healthcare and education. In all these areas there is a lack of software development experts for VR, AR and MR to meet the needs of practice. Therefore, our intention at the Department of Computer Science, Faculty of Natural Sciences, Matej Bel University in Banská Bystrica, Slovakia, is to focus on the education and enlightenment of these areas. The aim of this article is to show the role of interactivity in different VR applications and its impact on users in three different areas: gaming, healthcare and education. In the case of one application of Arachnophobia, we also present the results of the research using a questionnaire.

Highlights

  • virtual reality (VR) offers a unique personal experience that alters one’s perception of their surroundings

  • In the case of one application of Arachnophobia, we present the results of the research using a questionnaire

  • The first field we have focused on in this paper is the field of games, which has always been, is and probably will be, a pioneer in crossing borders in the development of VR

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Summary

Introduction

VR offers a unique personal experience that alters one’s perception of their surroundings. A living room with furniture and various objects that can be grabbed and carried From this room the user can get to the three, which demonstrate the interactivity, physics and credibility of the virtual environment. They train movement skills and space coordination at the same time. VR allows students to break the laws of physics and to do things they cannot or do not know how to do in the real world It opens up new learning possibilities in the classroom. Using VR to practice and hone skills without fear of failure is incredibly powerful and can help students build confidence in new areas of learning This could mean for example using VirtualSpeech to practice public speaking. A pair of HTC Vive controllers, whose movement is transmitted to the PC using a couple of Base Station sensors, ensure interactivity

Virtual reality in games
Creation tools
Interactivity
Application to Arachnophobia
Phobia treatment by help of virtual reality
Patients and therapists controlling
Testing the application
Virtual reality in education
Combination of panoramic video and animated model
The process of creating
Hardware and software tools
VR as a subject
Findings
Conclusion
Full Text
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