Open Access Journal

ISSN : 2394-2320 (Online)

International Journal of Engineering Research in Computer Science and Engineering (IJERCSE)

Monthly Journal for Computer Science and Engineering

Open Access Journal

International Journal of Engineering Research in Computer Science and Engineering (IJERCSE)

Monthly Journal for Computer Science and Engineering

ISSN : 2394-2320 (Online)

Virtual Reality Gamification: An Insight to the Future?

Author : Jilmil Hazarika 1

Date of Publication :1st November 2022

Abstract: The virtual reality is Computer-generated stimulation which are used for the experiencing a different reality. In this paper possibilities of VR gamification in the near future and how it possibly can take the whole world by storm if the right efforts and funds are given . VR is already having a possibility of helping surgeons and hospitals along with a dozen others like defences, entertainment industry and others. So we can think that in the near future we may see a lot of VR applications.

Reference :

    1. K.W. Lau, P.Y. Lee, The use of virtual reality for creating unusual environmental stimulation .to motivate students to explore creative ideas. Interact. Learn. Environ. 2015, 23, 3– 18
    2. A .N .Vargas González, K. Kapalo, S. Koh, J. LaViola, Exploring the virtuality continuum for complex rule-set education in the context of soccer rule comprehension. Multimodal Technol. Interact. 2017, 1, 30.
    3. P. Hock, S. Benedikter, J. Gugenheimer, E. Rukzio . Carvr, Enabling in-car virtual reality entertainment. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, Denver, CO, USA, 6–11 May 2017; pp. 4034–4044.
    4. J. Bates, Virtual reality, art, and entertainment. Presence. 1992, 1, 133–138. 9. Casas, S.; Coma, I.; Portalés, C. Fernández, M. Towards . :A simulation-based tuning of motion cueing algorithms. Simul. Model. Pract. Theory 2016, 67, 137–154.
    5. S. Tudor, S. Carey, R. Dubey , Development and evaluation of a dynamic virtual reality driving simulator. In Proceedings of the 8th ACM International Conference on Pervasive Technologies Related to Assistive Environments, Corfu, Greece, 1–3 July 2015.
    6. D.J. Cox, M. Davis, H. Singh. B. Barbour, F.D. Nidiffer, T. Trudel, R. Mourant, R Moncrief , Driving rehabilitation for military personnel recovering from traumatic brain injury using virtual reality driving simulation: A feasibility study. Mil. Med. 2010, 175, 411–416.
    7. C. Portalés, P. Alonso-Monasterio, M. J .Viñals , C . Portalés, C, P. Alonso-Monasterio, M.J. Viñals, 3D virtual reconstruction and visualisation of the archaeological site Castellet de Bernabé (Llíria, Spain). Virtual Archaeol. Rev. 2017, 8, 72–85, doi:10.4995/var.2017.5890.
    8. H. Richards-Rissetto., J. Robertsson, , J. von Schwerin, G Agugiaro, F. Remondino, G. Girardi,Geospatial virtual heritage: A gesture-based 3D gis to engage the public with ancient maya archaeology. Archaeol. Digit. Era 2014, 6, 118– 130.
    9. A. Gaitatzes,.; D Christopoulos.; M Roussou, Reviving the past: Cultural heritage meets virtual reality. In Proceedings of the 2001 Conference on Virtual Reality, Archeology, and Cultural Heritage, Glyfada, Greece, 28–30 November 2001; pp. 103–110. 15. C Cruz-Neira, ;J Leigh, .;M Papka, .; C Barnes,;
    10. C Cruz-Neira, J Leigh. M Papka, . C Barnes. S.M. Cohen. S. Das R. Engelmann. R Hudson,T Roy. L. Siegel, Scientists in wonderland: A report on visualization applications in the cave virtual reality Multimodal Technol. Interact. 2018, 1, 8 5 of 5 environment. In Proceedings of the IEEE 1993 Symposium on Research Frontiers in Virtual Reality, San Jose, CA, USA, 23– 26 October 1993; pp. 59–66.
    11. C. Moro, Z. Stromberga, A. Stirling, Virtualisation devices for student learning: Comparison between desktop-based (Oculus Rift) and mobile-based (Gear Vr) virtual reality in medical and health science education. Australas. J. Educ. Technol. 2017, 33, doi:10.14742/ajet.3840.
    12. A. Chirico. F. Lucidi, M. De Laurentiis, C. Milanese. A. Napoli, A. Giordano, Virtual reality in health system: Beyond entertainment. A mini-review on the efficacy of Vr during cancer treatment. J. Cell. Physiol. 2016, 231, 275–287.
    13. S. Casas, C . Portalés. I. García-Pereira, M. Fernández, On a first evaluation of romot—A robotic 3D movie theatre—For driving safety awareness. Multimodal Technol. Interact. 2017, 1, 6.
    14. T . Parisi, Learning Virtual Reality: Developing Immersive Experiences and Applications for Desktop, Web, and Mobile; O'Reilly Media, Inc.: Sebastopol, CA, USA, 2015.

Recent Article