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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Kassel University Press
2018-01-01
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Series: | International Journal of Emerging Technologies in Learning (iJET) |
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Online Access: | https://online-journals.org/index.php/i-jet/article/view/7773 |
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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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