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A review of immersive virtual reality serious games to enhance learning and training

机译:沉浸式虚拟现实严重游戏的评论,提升学习和培训

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摘要

The merger of game-based approaches and Virtual Reality (VR) environments that can enhance learning and training methodologies have a very promising future, reinforced by the widespread market-availability of affordable software and hardware tools for VR-environ-ments. Rather than passive observers, users engage in those learning environments as active participants, permitting the development of exploration-based learning paradigms. There are separate reviews of VR technologies and serious games for educational and training purposes with a focus on only one knowledge area. However, this review covers 135 proposals for serious games in immersive VR-environments that are combinations of both VR and serious games and that offer end-user validation. First, an analysis of the forum, nationality, and date of publication of the articles is conducted. Then, the application domains, the target audience, the design of the game and its technological implementation, the performance evaluation procedure, and the results are analyzed. The aim here is to identify the factual standards of the proposed solutions and the differences between training and learning applications. Finally, the study lays the basis for future research lines that will develop serious games in immersive VR-environments, providing recommendations for the improvement of these tools and their successful application for the enhancement of both learning and training tasks.
机译:可以增强学习和培训方法的基于游戏的方法和虚拟现实(VR)环境具有非常有前途的未来,由VR-Environ-Mests的经济实惠的软件和硬件工具的广泛市场可用性加强。用户而不是被动观察员,用户将这些学习环境与积极参与者一起参与,允许开发基于探索的学习范式。有关VR技术的单独回顾和用于教育和培训目的的严肃游戏,专注于一个知识区域。然而,本综述涵盖了沉浸式VR环境中的严重游戏的135个提案,这些vr环境是VR和严重游戏的组合,并提供最终用户验证。首先,对论坛,国籍和公布日期进行分析。然后,分析了应用领域,目标受众,游戏的设计及其技术实现,性能评估程序和结果。这里的目标是确定拟议解决方案的事实标准以及培训和学习申请之间的差异。最后,该研究为未来的研究线奠定了将在沉浸式VR环境中开发严重游戏的基础,为改善这些工具的建议以及其成功申请学习和培训任务的建议。

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