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Augmented Reality (AR) And Virtual Reality (VR) Based on Educational Game for Mode of Quadratic Reflectance Distribution |
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PP: 1263-1272 |
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doi:10.18576/amis/190603
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Author(s) |
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Suleiman Ibrahim Mohammad,
Ramesh Prabhakaran R.,
N. Raja,
Hanan Jadallah,
Badrea Al Oraini,
Asokan Vasudevan,
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Abstract |
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Digital games, such as virtual reality (VR)
and augmented reality (AR), provide
substantial educational benefits by fostering
higher-order cognitive learning and immersing
learners in realistic scenarios. These tools effectively complement traditional teaching methods. The aim of this research is to provide educators with a customized framework for evaluating the educational impact of digital games, VR, and AR. It presents a case study that evaluates a VR game during its design phase using Evidence-Centered Design (ECD). The study outlines crucial stages and components necessary for a systematic assessment approach. Additionally, it addresses challenges related to scanning and rendering complex 3D indoor environments, particularly issues concerning occlusions and alignment. The study underscores the significance of transforming museum exhibits into a 3D format accessible to both students and the general public, enhancing understanding through live demonstrations. This method enriches comprehension for all participants involved. |
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