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Creation of Virtual Reality for Education Purposes

doi: 10.3390/su15097153
Virtual reality systems have been developed primarily for the entertainment sector. However, they are being increasingly considered as high potential tools for use in industry and education. In this context, schools are now facing a challenge to introduce virtual-reality-supported teaching into their processes. With this in mind, the authors, in their paper, focus on the possibility for using virtual excursions as part of vocational education and training. For this purpose, they analyze the suitability and usability of selected virtual reality systems, as well as relevant camera systems, for the creation of virtual reality software products designed for industrial practice in upper secondary vocational schools’ apprenticeships (vocational education and training). The main results of their analyses are summarized in the form of tabularized SWOT parameters.
Environmental effects of industries and plants, TJ807-830, computer-generated environment, TD194-195, augmented reality, Renewable energy sources, didactic tools, Environmental sciences, 3D visualization, technology enhanced teaching and learning, virtual reality, GE1-350, didactic tools; technology enhanced teaching and learning; virtual reality; augmented reality; 3D visualization; computer-generated environment; vocational education and training (VET); simulations; virtual excursions; virtual reality systems analysis; usability of virtual reality systems for education purposes
Environmental effects of industries and plants, TJ807-830, computer-generated environment, TD194-195, augmented reality, Renewable energy sources, didactic tools, Environmental sciences, 3D visualization, technology enhanced teaching and learning, virtual reality, GE1-350, didactic tools; technology enhanced teaching and learning; virtual reality; augmented reality; 3D visualization; computer-generated environment; vocational education and training (VET); simulations; virtual excursions; virtual reality systems analysis; usability of virtual reality systems for education purposes
citations This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).28 popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.Top 10% influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).Top 10% impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.Top 10%
