Recent Developments in Game-Based Virtual Reality Educational Laboratories Using the Microsoft Kinect

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, fi...

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Main Authors: Mingshao Zhang, Zhou Zhang, Yizhe Chang, El-Sayed Aziz, Sven Esche, Constantin Chassapis
Format: Article
Language:English
Published: Kassel University Press 2018-01-01
Series:International Journal of Emerging Technologies in Learning (iJET)
Subjects:
Online Access:https://online-journals.org/index.php/i-jet/article/view/7773
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spelling doaj-5141ebb168d64e5ea57cc30964c7a0112020-11-25T03:15:43ZengKassel University PressInternational Journal of Emerging Technologies in Learning (iJET)1863-03832018-01-01130113815910.3991/ijet.v13i01.77733534Recent Developments in Game-Based Virtual Reality Educational Laboratories Using the Microsoft KinectMingshao Zhang0Zhou Zhang1Yizhe Chang2El-Sayed Aziz3Sven Esche4Constantin Chassapis5Southern Illinois University EdwardsvilleNew York City College of TechnologyStevens Institute of TechnologyStevens Institute of TechnologyStevens Institute of TechnologyStevens Institute of TechnologyVirtual 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.https://online-journals.org/index.php/i-jet/article/view/7773microsoft kinectgame-based virtual realityeducational laboratory3-d virtual environmentobject trackingnatural human-computer interface
collection DOAJ
language English
format Article
sources DOAJ
author Mingshao Zhang
Zhou Zhang
Yizhe Chang
El-Sayed Aziz
Sven Esche
Constantin Chassapis
spellingShingle Mingshao Zhang
Zhou Zhang
Yizhe Chang
El-Sayed Aziz
Sven Esche
Constantin Chassapis
Recent Developments in Game-Based Virtual Reality Educational Laboratories Using the Microsoft Kinect
International Journal of Emerging Technologies in Learning (iJET)
microsoft kinect
game-based virtual reality
educational laboratory
3-d virtual environment
object tracking
natural human-computer interface
author_facet Mingshao Zhang
Zhou Zhang
Yizhe Chang
El-Sayed Aziz
Sven Esche
Constantin Chassapis
author_sort Mingshao Zhang
title Recent Developments in Game-Based Virtual Reality Educational Laboratories Using the Microsoft Kinect
title_short Recent Developments in Game-Based Virtual Reality Educational Laboratories Using the Microsoft Kinect
title_full Recent Developments in Game-Based Virtual Reality Educational Laboratories Using the Microsoft Kinect
title_fullStr Recent Developments in Game-Based Virtual Reality Educational Laboratories Using the Microsoft Kinect
title_full_unstemmed Recent Developments in Game-Based Virtual Reality Educational Laboratories Using the Microsoft Kinect
title_sort recent developments in game-based virtual reality educational laboratories using the microsoft kinect
publisher Kassel University Press
series International Journal of Emerging Technologies in Learning (iJET)
issn 1863-0383
publishDate 2018-01-01
description 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.
topic microsoft kinect
game-based virtual reality
educational laboratory
3-d virtual environment
object tracking
natural human-computer interface
url https://online-journals.org/index.php/i-jet/article/view/7773
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