TY - JOUR
T1 - Recent developments in game-based virtual reality educational laboratories using the microsoft kinect
AU - Zhang, Mingshao
AU - Zhang, Zhou
AU - Chang, Yizhe
AU - Aziz, El Sayed
AU - Esche, Sven
AU - Chassapis, Constantin
PY - 2018
Y1 - 2018
N2 - Virtual Reality (VR) is a well-known concept and has been proven to be beneficial in various areas. However, several disadvantages inherent in VR prevent its broad deployment in the educational arena. These limitations include non-realistic representation, lack of customizability and flexibility, financial feasibility, physical and psychological discomforts of the users, simulator sickness, etc. In this paper, an innovative method that uses the Microsoft Kinect as an essential component for developing game-based VR educational laboratories is presented. This technique addresses three different aspects. First, it represents an efficient method for creating the VE using the Kinect as a measuring tool. Second, the Kinect is employed as a substitute DAQ system for acquiring range data and tracking the motion of objects of interest. At last, the Kinect serves as a novel human-computer interface for tracking the users' entire body motion and recognizing their voices. Using the method described here, three major aspects of educational VR development can be accomplished with an inexpensive and commercially available Kinect.
AB - Virtual Reality (VR) is a well-known concept and has been proven to be beneficial in various areas. However, several disadvantages inherent in VR prevent its broad deployment in the educational arena. These limitations include non-realistic representation, lack of customizability and flexibility, financial feasibility, physical and psychological discomforts of the users, simulator sickness, etc. In this paper, an innovative method that uses the Microsoft Kinect as an essential component for developing game-based VR educational laboratories is presented. This technique addresses three different aspects. First, it represents an efficient method for creating the VE using the Kinect as a measuring tool. Second, the Kinect is employed as a substitute DAQ system for acquiring range data and tracking the motion of objects of interest. At last, the Kinect serves as a novel human-computer interface for tracking the users' entire body motion and recognizing their voices. Using the method described here, three major aspects of educational VR development can be accomplished with an inexpensive and commercially available Kinect.
KW - 3-D virtual environment
KW - Educational laboratory
KW - Game-based virtual reality
KW - Microsoft kinect
KW - Natural human-computer interface
KW - Object tracking
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U2 - 10.3991/ijet.v13i01.7773
DO - 10.3991/ijet.v13i01.7773
M3 - Article
AN - SCOPUS:85040821800
SN - 1868-8799
VL - 13
SP - 138
EP - 159
JO - International Journal of Emerging Technologies in Learning
JF - International Journal of Emerging Technologies in Learning
IS - 1
ER -