review
This review delves into the use of Virtual Reality (VR) technology for knowledge acquisition, focusing on three main key areas: VR in education, VR for exploring biological data, and VR in games design. The other focus of this work is on how to assess VR software applications and the metrics involved. These aspects are chosen for their significance in the VR research field. The review covers various education-based VR applications, discussing their advantages and limitations. It also examines how VR technology can be used to visualize biological data and create interactive network models and highlighting both the benefits and challenges. The main features that enable users to interact with the virtual environment in games are also illustrated in this work. Additionally, the review emphasizes the importance of metrics in evaluating VR software, which is currently lacking in this area. Finally, the review presents an overview of current research directions in VR literature.
This page summarises published work. The authoritative version sits with the publisher.
DOI: 10.1109/atsip62566.2024.10638906
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