Evaluating The Use of Virtual Reality: A Tool For Learning In The Modern Era

Since the 1960s, when the word "Virtual Reality" (VR) was first used, it has changed in a variety of ways, becoming steadily more like the real world. Non-immersive and immersive VR can be distinguished from one another. The latter takes the concept even farther by giving the impression of being physically present in the non-physical world. The former is a computer-based environment that can imitate locations in the actual or imagined worlds. While non-immersive VR may be powered by a regular PC, immersive VR is still in its infancy as the necessary hardware improves in usability and price. In the past, utilizing equipment like a helmet with goggles was quite difficult, but new gadgets are currently being created to improve usability for the user. VR has a very high potential in education since it may make learning more interesting and inspiring. VR is founded on three fundamental principles: immersion, interaction, and user involvement with the environment and narrative. Due to the high cost of the equipment and its limited utility, immersive VR has only recently been used in educational games. Immersive VR is now accessible in many educational settings because of new instruments like the for-sale "Oculus Rift". With the advent of virtual reality (VR) technology, a variety of tools, settings, and stimuli have the potential to be used in the context of creative design. As a result, current research has examined VR as a tool that can be used to improve creativity. This study analyses prior research and offers a contemporary literature review based on the componential theory of creativity as part of this research. We discovered that VR may be used to improve specific factors to boost creativity, and a natural environment can be thought of as a good factor for enhancing creativity, based on studies that study the use of VR to enhance creativity. Therefore, using VR technology to simulate nature could be a useful way to foster creativity. Keywords: Virtual Reality, Additive Manufacturing, Creativity, Immersive

Files

Metadata

Work Title Evaluating The Use of Virtual Reality: A Tool For Learning In The Modern Era
Access
Penn State
Creators
  1. Ibrahim Al Takroni
License In Copyright (Rights Reserved)
Work Type Research Paper
Publication Date November 19, 2022
Deposited November 19, 2022

Versions

Analytics

Collections

This resource is currently not in any collection.

Work History

Version 1
published

  • Created
  • Updated
  • Added Creator Ibrahim Al Takroni
  • Added Creator Ibrahim Al Takroni
  • Added M-paper-final.pdf
  • Updated License Show Changes
    License
    • https://rightsstatements.org/page/InC/1.0/
  • Published
  • Updated Work Title Show Changes
    Work Title
    • EVALUATING THE USE OF VIRTUAL REALITY: A TOOL FOR LEARNING IN THE MODERN ERA
    • Evaluating The Use of Virtual Reality: A Tool For Learning In The Modern Era
  • Deleted Creator Ibrahim Al Takroni
  • Updated