Skip to main content

Virtual Reality Applications in Education

  • Living reference work entry
  • First Online:
Encyclopedia of Computer Graphics and Games

Synonyms

HMD: Head-mounted display; VR: Virtual reality

Definition

Virtual Reality (VR) is a three-dimensional simulation environment where users can feel close to real life experiences in an artificial world developed with different devices and visualization equipment, as well as interacting with other objects.

Introduction

According to Gobbetti and Scaneti (1998), virtual reality is possible to create a visible world that is felt, treated, and acted on the basis of virtual reality. Similarly, Deryakulu (1999) states that virtual reality is a technology that users get different experiences from an artificial world created by computer with special technologies worn on their bodies. Sherman and Craig (2003) claim that the virtual reality environment is expressed as interactive computer simulations that allows users to immerse and simulate an environment. In the virtual reality environment, the senses act as if they perceive a physical reality (Sherman et al. 2009). Virtual reality can...

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Institutional subscriptions

References

  • Beier, K.P.: Virtual Reality: A Short Introduction. University of Michigan. http://www-vrl.umich.edu/intro/. (2008). Accessed 20 June 2016

  • Burdea, G., Coiffet, P.: Virtual Reality Technology, 2nd edn. Wiley, New York (2003)

    Google Scholar 

  • Dede, C.J., Jacobson, J., Richards, J.: Introduction: Virtual, Augmented and Mixed Realities in Education. Virtual, Augmented and Mixed Realities in Education, pp. 1–15. Springer, Singapore (2017)

    Book  Google Scholar 

  • Deryakulu, D.: Çağdas Eğitimde Yeni Teknolojiler. Anadolu Üniversitesi Açıköğretim Fakültesi Yayınları, 1021 (1999)

    Google Scholar 

  • Fowler, C.: Virtual reality and learning: where is the pedagogy? Br. J. Educ. Technol. 46(2), 412–422 (2014)

    Article  MathSciNet  Google Scholar 

  • Ghanbarzadeh, R., Ghapanchi, A.H.: Applied areas of three dimensional virtual worlds in learning and teaching. In: Emerging Tools and Applications of Virtual Reality in Education, pp. 239–257. IGI Global, Hershey (2016)

    Google Scholar 

  • Gobbetti, E., Scaneti, R.: Virtual Environments in Clinical Psychology and Neuroscience. Ios Press, Amsterdam (1998)

    Google Scholar 

  • Ip, H.H., Li, C.: Virtual reality-based learning environments: recent developments and ongoing challenges. In: International Conference on Hybrid Learning and Continuing Education, pp. 3–14. Springer, Cham (2015)

    Google Scholar 

  • McLellan, H.: Virtual realities. In: Jonassen, D. (ed.) Handbook of Research for Educational Communications and Technology, pp. 457–487. Kluwer-Nijhoff Publishing, Boston (1996)

    Google Scholar 

  • Mellet-d’Huart, D.: Virtual reality for training and lifelong learning. Theme. Sci. Technol. Educ. 2(1–2), 185–224 (2009)

    Google Scholar 

  • Piemental, K., Teixeira, K.: Virtual Reality: Through the New Looking Glass. Intel/McGraw-Hill Press, New York (1995)

    Google Scholar 

  • Roussou, M.: Learning by doing and learning through play: an exploration of interactivity in virtual environments for children. Comput. Entertain. 2(1), 1–23 (2004)

    Article  Google Scholar 

  • Sala, N.M.: Virtual reality and education. In: Emerging Tools and Applications of Virtual Reality in Education, pp. 1–25. IGI Global, Hershey (2016)

    Google Scholar 

  • Sherman, W.R., Craig, A.B.: Understanding Virtual Reality. Elsevier Science, USA (2003)

    Google Scholar 

  • Sherman, W.R., Craig, A.B., Will, J.D.: Developing Virtual Reality Application: Foundation of Effective Design. Morgan Kaufmann Publication, Burlington, MA (2009)

    Google Scholar 

  • Uluyol, Ç., Şahin, S.: Augmented reality. In: Emerging Tools and Applications of Virtual Reality in Education, pp. 26–47. IGI Global, Hershey (2016)

    Google Scholar 

  • Whyte, J.: Virtual Reality and the Built Environment. Architectural Press, Oxford, UK (2002)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Tansel Tepe .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer International Publishing AG

About this entry

Check for updates. Verify currency and authenticity via CrossMark

Cite this entry

Tepe, T., Kaleci, D., Tüzün, H. (2018). Virtual Reality Applications in Education. In: Lee, N. (eds) Encyclopedia of Computer Graphics and Games. Springer, Cham. https://doi.org/10.1007/978-3-319-08234-9_166-1

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-08234-9_166-1

  • Received:

  • Accepted:

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-08234-9

  • Online ISBN: 978-3-319-08234-9

  • eBook Packages: Springer Reference Computer SciencesReference Module Computer Science and Engineering

Publish with us

Policies and ethics