A learning and helping virtual reality app using voice frequency

  • Prabhat Ranjan Rai
  • Yash Gupta
  • Shubhangi Pandey

Abstract

Virtual Reality is implemented by a combination of technologies that are used in order to visualize and provide interaction with a virtual environment.Computer generated Reality is carried out by a blend of advances that are utilized to picture and furnish connection with a virtual climate. These conditions frequently portray three-dimensional space which might be reasonable or nonexistent, plainly visible or infinitesimal and dependent on sensible actual laws of elements, or on fanciful elements. The large number of situations that VR might be utilized to portray make it comprehensively appropriate to the numerous regions in instruction. A vital element of VR is that it permits multi-tactile collaboration with the space being pictured. Here we take a gander at how this mix of multi-tactile perception and intuitiveness make VR unmistakably appropriate for compelling learning and attempt to clarify this viability regarding the benefits managed by dynamic learning through encounters.

Keywords: Virtual Reality, Unity, Adobe Photoshop, Unreal Engine, Information Management, Education of informatics, Immersive Learning.

Downloads

Download data is not yet available.

References

[1] End-Users’ Augmented Reality Utilization for Architectural Design ReviewYear: 2020
[2] Virtual Reality and Its Applications in Education: SurveyYear: 2019
[3] Designing an Interactive Learning Environment to Support Children's Understanding in Complex Domains Year: 1999
[4] The Future Of Edtech And Learning In India From An AR/VR LensYear: 2020
[5] Virtual Reality: another world within sightYear: 2020
[6] 'An Eye-Opener': Virtual Reality Shows Residents What Climate Change Could DoYear: 2019
[7] Augmented Reality and Virtual Reality Market Year: 2020
[8] A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agendaYear: 2020
[9] Promethean ClassFlow Announces New Digital Content Partnerships to Promote Collaborative & Immersive Learning•Year: 2017
Statistics
0 Views | 0 Downloads
How to Cite
Ranjan Rai, P., Gupta, Y., & Pandey, S. (2021). A learning and helping virtual reality app using voice frequency. Asian Journal For Convergence In Technology (AJCT) ISSN -2350-1146, 7(2), 65-69. https://doi.org/10.33130/AJCT.2021v07i02.014