Aplicações educacionais com óculos de realidade virtual: um Mapeamento Sistemático
Resumo
Este trabalho apresenta um mapeamento sistemático com objetivo de identificar o estado da arte na área de Realidade Virtual aplicada à Educação com foco em solução de baixo custo que utilizam óculos de Realidade Virtual. Este estudo busca identificar quais óculos, técnicas e dispositivos de interação, áreas de aplicação, softwares e formas de avaliação foram mais utilizados nos trabalhos analisados.
Palavras-chave:
Realidade Virtual, Educação, Óculos de Realidade Virtual
Referências
Alhalabi, W. (2016). Virtual reality systems enhance students achievements in engineering education. Behaviour and Information Technology, 35(11):919–925.
Bharathi, A.K.B.G. and Tucker, C.S. (2015). Investigating the impact of interactive immersive virtual reality environments in enhancing task performance in online engineering design activities. In ASME 2015 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference, pages 1–11. American Society of Mechanical Engineers.
Brereton, P., Kitchenham, B.A., Budgen, D., Turner, M., and Khalil, M. (2007). Lessons from applying the systematic literature review process within the software engineering domain. Journal of Systems and Software, 80(4):571–583. Software Performance.
Cordeiro, C., Paludo, J., Tanaka, E., Domingues, L., Gadbem, E., and Euflausino, A. (2015). Development of immersive virtual reality environment to train electricians to work on substations. In 2015 XVII Symposium on Virtual and Augmented Reality, pages 142–146.
Davis, S., Nesbitt, K., and Nalivaiko, E. (2014). A systematic review of cybersickness. In Proceedings of the 2014 Conference on Interactive Entertainment, IE2014, pages 8:1–8:9, New York, NY, USA. ACM.
Ebert, D., Gupta, S., and Makedon, F. (2016). Ogma-a virtual reality language acquisition system. volume 29-June-2016.
Gong, X., LIU, Y., JIAO, Y., WANG, B., ZHOU, J., and YU, H. (2015). A novel earthquake education system based on virtual reality. IEICE Transactions on Information and Systems, E98.D(12):2242–2249.
Gorski, F., Bun, P., Wichniarek, R., Zawadzki, P., and Hamrol, A. (2015). Immersive city bus configuration system for marketing and sales education. Procedia Computer Science, 75:137–146. 2015 International Conference Virtual and Augmented Reality in Education.
Ha, G., Lee, H., Lee, S., Cha, J., and Kim, S. (2016). A vr serious game for fire evacuation drill with synchronized tele-collaboration among users. volume 02-04-November-2016, pages 301–302.
Hoang, T., Reinoso, M., Vetere, F., and Tanin, E. (2016). Onebody: Remote posture guidance system using first person view in virtual environment. volume 23-27-October-2016.
Kawakami, R., d.S. Nunes, E.P., and Maciel, C. (2015). Three-dimensional virtual environments that support hospitalized children's learning: A systematic review. In 2015 XVII Symposium on Virtual and Augmented Reality, pages 190–199.
Kitchenham, B. and Charters, S. (2007). Guidelines for performing systematic literature reviews in software engineering. In Technical report, Ver. 2.3 EBS Technical Report. EBSE.sn.
Kleven, N.F., Prasolova-Førland, E., Fominykh, M., Hansen, A., Rasmussen, G., Sagberg, L.M., and Lindseth, F. (2014). Training nurses and educating the public using a virtual operating room with oculus rift. In 2014 International Conference on Virtual Systems Multimedia (VSMM), pages 206–213.
Moreira, P., de Oliveira, E.C., and Tori, R. (2016). Impact of immersive technology applied in computer graphics learning. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação - SBIE), volume 27, page 410.
Pantelidis, V.S. (2009). Reasons to use virtual reality in education and training courses and a model to determine when to use virtual reality. Themes in Science and Technology Education, 2:59–70.
Proenca, A.P., Neto, M.M., Domingues, R.G., Borges, L.R., Cardoso, A., and Notargiacomo, P. (2017). Influence degree analysis of the emphases of education and training in virtual environments dimensional learning. IEEE Latin America Transactions, 15(5):974–980.
Rasheed, F., Onkar, P., and Narula, M. (2015). Immersive virtual reality to enhance the spatial awareness of students. volume 17-19-December-2015, pages 154–160.
Ray, A. and Deb, S. (2016). Smartphone based virtual reality systems in classroom teaching - a study on the effects of learning outcome. pages 68–71.
Tori, R., Wang, G., Sallaberry, L., de Oliveira, E.C., Machado, M.A.d.A.M., and Tori, A.A. (2016). Treinamento odontológico imersivo por meio de realidade virtual. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação - SBIE), volume 27, page 400.
Tsaramirsis, G., Buhari, S., Al-Shammari, K., Ghazi, S., Nazmudeen, M., and Tsaramirsis, K. (2016). Towards simulation of the classroom learning experience: Virtual reality approach. pages 1343–1346.
Bharathi, A.K.B.G. and Tucker, C.S. (2015). Investigating the impact of interactive immersive virtual reality environments in enhancing task performance in online engineering design activities. In ASME 2015 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference, pages 1–11. American Society of Mechanical Engineers.
Brereton, P., Kitchenham, B.A., Budgen, D., Turner, M., and Khalil, M. (2007). Lessons from applying the systematic literature review process within the software engineering domain. Journal of Systems and Software, 80(4):571–583. Software Performance.
Cordeiro, C., Paludo, J., Tanaka, E., Domingues, L., Gadbem, E., and Euflausino, A. (2015). Development of immersive virtual reality environment to train electricians to work on substations. In 2015 XVII Symposium on Virtual and Augmented Reality, pages 142–146.
Davis, S., Nesbitt, K., and Nalivaiko, E. (2014). A systematic review of cybersickness. In Proceedings of the 2014 Conference on Interactive Entertainment, IE2014, pages 8:1–8:9, New York, NY, USA. ACM.
Ebert, D., Gupta, S., and Makedon, F. (2016). Ogma-a virtual reality language acquisition system. volume 29-June-2016.
Gong, X., LIU, Y., JIAO, Y., WANG, B., ZHOU, J., and YU, H. (2015). A novel earthquake education system based on virtual reality. IEICE Transactions on Information and Systems, E98.D(12):2242–2249.
Gorski, F., Bun, P., Wichniarek, R., Zawadzki, P., and Hamrol, A. (2015). Immersive city bus configuration system for marketing and sales education. Procedia Computer Science, 75:137–146. 2015 International Conference Virtual and Augmented Reality in Education.
Ha, G., Lee, H., Lee, S., Cha, J., and Kim, S. (2016). A vr serious game for fire evacuation drill with synchronized tele-collaboration among users. volume 02-04-November-2016, pages 301–302.
Hoang, T., Reinoso, M., Vetere, F., and Tanin, E. (2016). Onebody: Remote posture guidance system using first person view in virtual environment. volume 23-27-October-2016.
Kawakami, R., d.S. Nunes, E.P., and Maciel, C. (2015). Three-dimensional virtual environments that support hospitalized children's learning: A systematic review. In 2015 XVII Symposium on Virtual and Augmented Reality, pages 190–199.
Kitchenham, B. and Charters, S. (2007). Guidelines for performing systematic literature reviews in software engineering. In Technical report, Ver. 2.3 EBS Technical Report. EBSE.sn.
Kleven, N.F., Prasolova-Førland, E., Fominykh, M., Hansen, A., Rasmussen, G., Sagberg, L.M., and Lindseth, F. (2014). Training nurses and educating the public using a virtual operating room with oculus rift. In 2014 International Conference on Virtual Systems Multimedia (VSMM), pages 206–213.
Moreira, P., de Oliveira, E.C., and Tori, R. (2016). Impact of immersive technology applied in computer graphics learning. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação - SBIE), volume 27, page 410.
Pantelidis, V.S. (2009). Reasons to use virtual reality in education and training courses and a model to determine when to use virtual reality. Themes in Science and Technology Education, 2:59–70.
Proenca, A.P., Neto, M.M., Domingues, R.G., Borges, L.R., Cardoso, A., and Notargiacomo, P. (2017). Influence degree analysis of the emphases of education and training in virtual environments dimensional learning. IEEE Latin America Transactions, 15(5):974–980.
Rasheed, F., Onkar, P., and Narula, M. (2015). Immersive virtual reality to enhance the spatial awareness of students. volume 17-19-December-2015, pages 154–160.
Ray, A. and Deb, S. (2016). Smartphone based virtual reality systems in classroom teaching - a study on the effects of learning outcome. pages 68–71.
Tori, R., Wang, G., Sallaberry, L., de Oliveira, E.C., Machado, M.A.d.A.M., and Tori, A.A. (2016). Treinamento odontológico imersivo por meio de realidade virtual. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação - SBIE), volume 27, page 400.
Tsaramirsis, G., Buhari, S., Al-Shammari, K., Ghazi, S., Nazmudeen, M., and Tsaramirsis, K. (2016). Towards simulation of the classroom learning experience: Virtual reality approach. pages 1343–1346.
Publicado
30/10/2017
Como Citar
FONSECA, Layon Martins; OTSUKA, Joice Lee.
Aplicações educacionais com óculos de realidade virtual: um Mapeamento Sistemático. In: SIMPÓSIO BRASILEIRO DE INFORMÁTICA NA EDUCAÇÃO (SBIE), 28. , 2017, Recife/PE.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2017
.
p. 233-242.
DOI: https://doi.org/10.5753/cbie.sbie.2017.233.
