Human Factors in the Design of Virtual Reality Instruction

Abstract

The objective of this project was to identify measurable factors that contribute to the quality and effectiveness of training and education in a virtual reality environment. The second objective was to develop a VR application using the Oculus Rift head mounted display and hand controllers to present high resolution 360° video with cumulative multi-choice challenges to create a mental state of flow, immersion, and a suspension of disbelief. Finally, this document represents a guideline on how to produce virtual reality education and training content with a real-world example of the process from research, design, production and use

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