Look At Virtual Reality Information Technology Essay

Published: Last Edited:

This essay has been submitted by a student. This is not an example of the work written by our professional essay writers.

Virtual Reality, sometimes called as Virtual environment has drawn much attention in the last few years. In this paper will have a overview about the VR technology apply in education, the type of the VR technology, input devices and output device. After that following by is the application of VR in education with some existing real examples. And then will be the advantage and disadvantage of the VR technology in education. The objective of the paper is to initial findings what has been done and what is currently being done in VR in education.

Chapter 1: Virtual Reality


By using this seminar I will introduce what is Virtual Environment and of cause how the virtual reality applies into education. Besides that, these seminars will showing what kind of applications will use in education and how it help student in their studies. Imagine that how is the object look like if the object is display in 3D mode and another is display without 3D mode? Which object will more attractive? Very obvious the object with 3D mode will much more attractive with the object without 3D mode. Because the 3D mode object can be view in different angle no matter is upside down or left or right. Since 3D mode object will more attractive than object without 3D, by using this idea we can apply it into education.

History Of Virtual Environment

Virtual environment were start develop at 1960. Multi-sensory simulator is created by Morton Heiling. It has all the feature of such an environment but it was no interactive. In 1965, Ivan Sutherland proposed the ultimate solution of VR, which the VR constructed with interactive graphic, force-feedback, sound, smell and taste. The 1st prototype system is come out at 1971 in University of North Carolina. In 1975, Artificial Reality was created by Myron Krueger which is "a conceptual environment, with no existence". Commercialized in 1989 by the Fake Space Lab. BOOM is a small box containing two CRT monitor that can be viewed through the eye holes. The user can grab the box, keep it by the eyes and move through the virtual world. In 1992, CAVE (CAVE Automatic Virtual Environment) was developed. Instead of using a HMD it projects stereoscopic images on the walls of room (user must wear LCD shutter classes). This approach assures superior quality and resolution of viewed images, and wider field of view in comparison to HMD based systems.

Types of Virtual Reality

According to Cronin in 1997, there are basically three different types of Virtual Reality, which categorized by the quality of the immersion that being provided.

Desktop VR: desktop VR uses a computer screen as display to provide graphical for the users. It is cheaper when compare to the immersive VR. Because it do not require any expensive hardware and software and is also very easy to develop. Al though they lack of immersion quality, they consist of computer-generated environments which exist in 3 dimension. Because the worlds exist with 3D, users can freely navigate in 3 dimensions around in the worlds. User can interact with the virtual environment by using the keyboards of the computer, mice and trackballs or 3D interaction devices.

Semi- immersive VR: system will comprise of a relatively high performance graphic computing system which can be couple with a large screen monitor, a large screen projector system or multiple television projection systems. By using a multi point of view, these systems increase the feeling of immersion or presence experienced by the user. However, the quality of the project image is an important consideration. It is important to calibrate the geometry of the projected image to the shape of the screen to prevent distortions and the resolutions will determine the quality of textures, colors, the ability of define shapes and the ability of the user to read text on screen. Therefore, semi- immersive systems provide better sense of presence than desktop VR. This may be a benefit in education applications. It is allow simultaneous experience of the VE which is not available with HDM systems.

Fully immersive VR: system which provide most direct experience of virtual environments. These systems are probably the most widely known VR implementation where the user either wears an HDM or uses some head devices such as BOOM. Fully immersive VR systems tend to be the most demanding in terms of the computing power and consequently cost required to achieve a satisfactory level of realism and development is constantly underway to improve the technologies.

Input Devices of VR Technology

Input devices allow user to use it communicate with the computer. There are 2 categories of input devices which is 3D input devices and 2D input devices.

3D Input Devices

Besides trackers that capture user's movement, others input devices also develop to make human can interaction easier and more intuitive with computer. For full freedom of movement 3D input devices look the most natural. The devices will attached to the user body or hand-held, usually is use to select, move, modify the virtual objects. Below are the examples for 3D input devices.

Data Gloves

Data gloves is use to detect the joint of finger. The measurement of the finger flexion is done with the help of fiber-optic sensors (VPL DataGloves), foil-strain (Virtex CyberGlove) technology or resistive sensors. The use of the glove is richer interaction than the 3D mouse, because hand gestures may be recognized and translated into proper actions. Additionally gloves are equipped with a tracker that is attached to the user's wrist to measure its position and orientation. (Refer to appendix 1)

Space Ball

Space ball are allow user grab the ball with their hand and manipulate it. The device measure translation forces and rotation torques of the ball and send this data to the computer. (Refer to appendix 3)


CyberMan is an extension of typical 2D mouse. With a help of small motor it can simulate quasi-haptic feedback, the part of these device kept in hand can vibrate to indicate a collision, or force-feedback. CyberMan often use in computer games.

(Refer to appendix 5)

2D input devices

Many desktop systems are equipped only with standard 2D input mice. It does no support so intuitive control like 3D input devices. But it is very popular and wide-spread because it is cheaper. In order to allow the user can easily manipulate with the 3D object, the software virtual controller were implemented.

Output Devices

Most of the research is focus on presentation of visual information to the user. Beside fast view, update, image quality play an important role for generation of immersion feeling. The ideal display should have high-resolution, high update-rate, wide field of view, high brightness and contrast. According to some researcher McKen, Brys, Jian and Last, they point out that wearability cannot be forgotten: ease of use, small weight and so on. but unfortunately there is only two display technologies are currently available in the market which is CRT and LCD.

CRT- cathode ray tube displays are based on conventional television technology. It provides good image in high resolution up to 1600 x 1280, sharp view and big contrast. It disadvantages are high weight and power consumption. According to Holl in 1995, he said that CRT also generate high-frequency, strong magnetic fields that be hazardous to the user's eye and may have a negative influence on the quality of measurements of magnetic trackers.

LCD- liquid crystal diode displays is the new technology that alternative to standard CRT displays. LCD displays are flat and lightweight. The advantage of LCD is low power consumption and lower emissions than CRT. However, the big disadvantage of LCD is poor image quality, low contrast, brightness and resolution. It only up to 720 x 480.

Different types of VR system are using different output visual displays. They can vary from a standard computer monitor to a sophisticated HMDs. Below are the devices which we often see in the public.

Shutter Glasses

Shutter glasses are using a similar effect to create the 3D image. To achieve that only the predisposed eye sees an image, the shutter glasses consists of 2 LCD one for each eye. Such a display can be transparent and thus the eye seen through, or black which impedes to see something. This glasses are connected between the graphic output and the screen. Alternately one eye is "darkened" over by the video card, or more generally by the video output, and then the order, in synchronization with the refresh rate of the monitor, while the monitor alternately display different perspectives for each eye. Shutter glasses at the moment are almost exclusively usable on CRT monitor by the reason that modern TFT are not capable of high enough to refresh rate. As a consequence that the display of the shutter glasses are not completely dark and some light passes through these display, the image may be blurry or some user may experience "ghost" image from the alternate channel. (Refer to appendix 6)

Surround Display (CAVE)

An alternative to standard desktop monitors are large projection screens. They offer not only better image quality but also a wider field of view, which makes them very attractive for VR applications. The total immersion demand may be fulfilled by a CAVE-like display, where user is surrounded by multiple flat screens. Ideally it would support 360 field of view. Users are require to wear 3D glasses while in the CAVE to view a virtual environment stereoscopically. The wireless nature of these glasses encourage user to move freely around the CAVE. Often, users will use motion-tracking device to navigate through the virtual environment that is present in the CAVE. Motion tracking device will transform the position and orientation of the wearer into virtual coordinate or movement. This will help to increase the level of immersion that can be experienced in a CAVE. The disadvantage of this surround display is they are big, expensive and require precise hardware setup. (Refer to appendix 2)

Head Mounted Display (HMD)

HMDs are headsets incorporating with 2 small CRT or LCD monitors placed in front of the user's eyes. The images are presented to the user based on their current position and orientation measured by a tracker. As any visual devices, HDM should also produce a best image quality. HDMs can be divided into two principle groups which is opaque and see-through. Opaque HDMs totally replace the user's view with images of the virtual world and can be used in the applications, that create their own would like architectural walkthroughs, scientific visualization, game and so on. See-through HDMs superimpose computer generated images on real objects, augmenting the real world with additional information. Most of the HDMs are available on the market support stereo viewing and can be driven either with PAL or NTSC monitor signals. [Vinc95]. (Refer to appendix 4)

Chapter 2: Virtual Reality in Education

For education purpose, VR has been proposed as a technology breakthrough that holds the power to facilities learning [Youngblut, 1998]. Reaons for that is because VR allow student to see abstract concepts, participate on it and interact with. VR also overcome the distance problem, safety problem and time. Nowadays getting many and many high level education university or colleges are using VR to teach in the class. VR contribute a lot of benefit to no matter is lecturer or teacher even student also can get a lot of knowledge from VR application. The hypothesis is that VR can successfully be used to support such complex understanding by stimulating and exploring all human senses whereas traditional notions of learning tend to focus on purely intellectual skills. VR is not only applying in training field but it also can often apply into experiment field such as for chemistry, biology, physic and so on. In education we can categorize into 2 different categories which is learning, simulation and training.

2.1 Learning Theories

What is the contribution of VR in student education? How it help student in learning? Gaddis [13] defined Virtual Reality (VR) as: "a computer-generated simulation of the real or imagined environment or world". VR is not only can help student in their studies it also bring a lot of benefits to them. As we know that VR can allow the user to view the object with 3-D or 2-D. Be more advance some object is fully interactive which is will give any feedback to the user when the user make an action. Once again how VR help student in learning? Although not every subject that student study can apply in VR but some subject will come out a good result when VR is applied such as biology, chemistry, physic, history and so on. For example, in history subject most of the students are thinking that this subject is boring and very waste time. But when VR applications apply into history, student might love to attend on this subject or will feel more interesting on it. Because VR is colorful and interactive so student won not feel boring when attending the class.

Besides that, many of the historical value building have been demolished because of country development purpose as we known as Pudu Jail at Kuala Lumpur. Pudu Jail has more than 100 years history value, unfortunately our next generation do not have as lucky as us can see the real building at Kuala Lumpur. They only can know how the Jail looks like on textbook or through internet. By using VR application, student not only can know how the jail looks like from outside, but they also can know how the inside looks like. In this way student will more interest with history subject.

Ephesos ruins (TU Vienna)

(b) Frauenkirche in Dresden

2.2 Simulation-Base Training

VR technology involve of computer hardware and software that requires fully immersive to the user. Such as user can speak, look, listen, feel, manipulate in the 3D virtual environment. According to Thurman & Mattoon (1994), they indicate that VR is a type of interactive computer- based simulation that is controlled, in part, by the user. The main point of the simulation-based is must fully immersive and inside participation. A simulation based without immersing user as insider in the environment is not a VR simulation-base technology. In today society, there is a lot of simulation software that can concrete thing without require user to be the insider. However, according to Chiou(1995) , he consider them as VR technology or VR software. He pointed out that multimedia system is not an immersive system and definitely not a VR technology. According to Thurman & Mattoon (1994), they summarize that VR as integration, interface and verity. They claim that human as user is necessary component for interactive simulation. It is fundamentally different from other interface simulation, because users are sense the real word by using VR technology and integrated with it. The concept of interface in VR is like the interface disappear, allowing the user to directly interact with the virtual world. This concept is the most aspect of VR in educations. According to [Winn & Bricken](1992), they claim that VR are goes further than simulation, in virtual world can embody arbitrary objects, abstract or concrete, and can be programmed to behave in ways that have no equivalence in the real world.

Chapter 3: VR Application in Education

In 21st century, many people believe that VR technology can contribute strong benefit that can support education. According to [Rose] (1995), he believe that facilitate of VR is the key issue in constructive learning activities.

Impact of immersive VR on learning

According to [Byrne, 1996; Dede, 1992, 1995; Rose, 1995] by using Virtual Environment (VE) it can help students learn content under some circumstance. According to [Winn](1997) there are three contributing factors where is immersion, interaction and engaging.


Immersive in VE is a new experience of study for student. Because students can interact directly with the object in VR. According to Briken (1991), he identified 2 other changes which take place as result of immersion that are very important for education.

The distance of study between students with the subject-object is disappear. As we know that immersion in virtual world removes the interface and allowing us to cross the subject-object boundary that exists between the machine and us.

Immersions allow us interaction with the world. Immersion virtual reality allow student interact with the world by using the "natural semantics".

By using this student can direct interact with the object in the VR world better than students sit in front of computer view the object but they cannot touch it.


According to Byrne in 1996, he was suggested that interaction is the more important facilitator of learning than immersion in some circumstance. Psotka (1994) said education technology have always understood that interact with an environment is the most important way in a study studies. He also point out that virtual environment always provide good interaction to user therefore it is much more useful than other type of environment.


According to (Bricken & Bryne, 1993; Winn, 1997) the 3rd factor that contributes to virtual reality is that students find virtual world entirely engaging. There is an argument of Winn in 1997, he saying that immersive VR is allowing student to learn the subject concept and to solve the non-symbolic problems. In 1993, Winn argue that traditional education is forcing learner to learn all the complex symbols before they really understand the concept. Because of this, many learners was failed. Because they have problems with the nature symbols of education, rather than understand the concept first. Winn (1997) suggested that non symbolic interaction is a strong n powerful tool in VR for education. Therefore learners may grapple directly with the concepts. Refer to [Osberg] (1997), he saying that in order to learn content, student have to construct their won virtual environment. Winn (1997) said that virtual environment is projection of student's understanding or metal models, into an entire world of their own creation. In order to reach the understanding, students have to construct a virtual environment which offers all the advantages of allowing student to gain the knowledge themselves.

3.1 Example of VR Application for Learning

VR application is explicitly designed for education world to allow user to enhance their knowledge. Below are the examples of showing how VR applying in different academic fields. A majority of education are used of VR which have predeveloped virtual environment to allow student visit alone and learn some basic concept. In other educational uses need student create their own virtual world and explore the knowledge of a subject is given. According to Dede in 1997, in order to enhance a science education, ScienceSpace is designed in virtual world to explore the possible of multisensory perception, physical immersive and constructivist learning. The ScienceSpace consist of three worlds in various stages which is Newton World, Maxwell World and Pauling World.

Pauling World

In Pauling World, users can learn what is atom and understand how of the atom appear. Sometimes there is very difficult to understand by using two-dimensional interfaces and models.

Newton World

In Newton World, users can view the motion of the object in multiple views. What can be learnt in Newton theory is about the gravity. So in the virtual environment, users can interact with the falling apple and hear, see and feel collisions between the apple and the virtual environment.

Maxwell World

In Maxwell World, users have to build electrostatic fields and it able to control to representation of force and energy. They can change the frame of reference to an egocentric and they also can feel and control the appearance through an exocentric field of reference. This is the reason to make student can more understand about the concept of force and energy according to Dede in 1997.

Other than ScieneSpace world, there still have few examples for VR application designed for learning.

Vari House

Vari House is developing by a simple desktop VR technology. There are two virtual environments link up and show the Vari site in Greece as excavated as well as the complete Vari house as reconstructed by archeologist. The VR will show interior and exterior of the building, so that student is allow to explore the environment by answering some questions that are thought to help build up critical thinking about archeology and the findings. According to Yougblut in 1998, the goal of project is to combine archeological data with advance computer graphic to support education, data analysis and the preservation of the cultural heritage of the Vari region. Before that, we have to identify some characteristic of the Vari house project that might be improved by the use of fully immersive virtual reality, which the desktop VR does not have enough capability to fulfill.

Allowing all the students be fully immersed by the VE can enhance the application, by providing the user with a great experience that could provide a sense of "being there".

The desktop VR do not allow for complete user manage and navigation with the virtual environment.

Vari house does not allow multi-user to cooperation and communication.

Learning Site

Learning site is another project same field with Vari house; it had included the drawback of the desktop Virtual Reality approach of the Vari house. According to Keppell in 1997, he said that learning site is allow user to walk around a number of ancient archaeological sites that have been created by rendering of precisely recorded data from the real site. In the virtual environment, student can fully control the model and interact with it. For example, if specific wall painting interests a particular user, that user may examine that specific area in more detail while completely ignoring the rest of the site. Learning site may attract users from few different fields, ranging from low level education level which small school students taking guided tour with their teachers.

Zengo Sayo

Zengo Sayo is a virtual environment which in Japanese-style tatami room. It is designed to provide an advance teaching some basic Japanese language. According to Youngblut in 1998, the Zengo Sayo was develop with immersive Virtual Reality, and is aimed towards college students. VR opens up great possibilities in this area.

3.2 Subject / Course Suitable Apply VR Technology

No matter is in secondary school or college, there is few subjects or courses are suitable apply the VR technology, especially for science subject. As we know that, science subject have a lot of theory concept that we have to memorize and understand before proceed to next level. For some student they may not really like to memorize the theory from the note of textbook but they more prefer to technical or practical skill. It wills giving a big help to those student if possible VR technology apply in this field.

Chemistry - about this subject, there is a lot of chemical experiments have to do it on the lab, and some of the experience would not do it live because it is dangerous, so students can only know how the experiment work from the note or book. After that they may forget in the next day. So if VR technologies apply in this, student will not only know how the experiments look like and they can interactive with it. So that student can always remember what they done on this experiment in order keep repeating study from the note or book. The most advantages are this technology provides safety to student. The risk of using this kind of technology can say that is totally 0%. So teacher or lecturer will not worry student will get hurt when doing the experiment.

Physic - about the physic subject, we can apply the Newton World on it. Because Newton World would help students to understand the theory about gravity and it also provide an example to let user interact with the virtual object in the virtual world. Such ask the bouncing ball.

Biology - biology can say is hardest subject among the category of science subject. Especially when come to the part teaching about the cell of the organism. Students have to remember how the each cell looks like and what their function is. In the DNA part, student will get more confuse in this part because there is too much of thing have to learn and remember. In order to make student understand easily, VR is the tool to help student in this. Because VR allow student to view the DNA in multiple point of view and can interact with it.

3.3 Hardware Suitable Apply in Education

There are a lot of VR hardware are currently available in the market. But not all the hardware is suitable to use in education. In order to use in education, the hardware should be easy to use, easy to implement and it is affordable by school. Below is the hardware which can apply into education.

3D glasses - by using this 3D glass, student can see the object from the screen more real and attractive. Of cause 3D glasses have to use with other software then only can perform then 3D effect. 3D glasses are cheaper compare with other 3D hardware devices such as HDM and DataGloves. So this hardware can use in general public school and college.

For those colleges or schools are afford to purchase more advance hardware, they can purchase hardware such as HDM, DataGloves and surround display. Using HDM student can really feel that they are step in to the virtual world. For more advance student can wear HDM together with DataGloves, so they not only can step in to the virtual world at the same then they also can interact with the virtual object in the virtual world. If surround display is implement in each classroom, or in lab, student can view the 3D virtual object without wearing 3D glasses. This hardware also supports multiple view of point, because it supports 360 views.

Chapter 4: Advantage and Disadvantage of VR

There are few reasons why Virtual Reality should be regarded enough to deal with the aspects that are important for education level and knowledge construction, even in university level.

4.1 Advantages of VR in Education

According to Winn (1993), he identifies three types of experiences that fully immersive Virtual Reality allows and which are not offered or even possible to achieve in real world. There may all prove that Virtual Reality is useful and important for learning.

VR technology allows changing the virtual sizes of the user and the objects in the VE. At one extreme, the user can interact and even walk in the universe by visualizing planets.

Immersive VR makes us of multisensory cues to work together with the user which allowing the designer of the VE to use interface device and clear manner. For instance, difference intensity sound may be used to specify the current level of radiation and unlike place could be given different colors that correspond to current temperature in that area.

VR allow the conception and revelation of representation of objects and events that have no physical form in the real world, by combining aspects of the first and second category.

According to West in 1991, he mentioned that the talent to work with conceptual and multidimensional information is a fundamental skill in today's society, not only in the educational field but it also for large part of workforce. In the traditionally way, the method of displaying data, visualizing models all are in two-dimensional. In the today society, VR provide students not only for visualize models and appropriate data in 3D context, but it also provide interactive with the object in VR, besides that, student also can take on several different points on view, including changing the models' sizes as well as the viewpoint from which the users experience the models.

According to Gordin in 1995, he point out that in the educational area, such as math, science, engineering field and statistics field are very successful on behalf of a student depends to a large extent on their ability to envision and manipulate abstract information. VR technology is another way to help people know patterns, qualitatively understand the physical processes, move among in the different frames of reference and then more easily to manage dynamic models that may include intangible information must be very important and useful for many education situations.

In addition, there is few more advantages implement VR technology in education level. Other than student can view in multiple point of views and step in to the virtual world, student also can solve the distance problem in order to travel to the physical exist place. For example, student can direct view the object which they want to view. And the object can be view in different point because it is develop in three-dimensional. As an example, in history subject, student may feel boring to read the word from the text book even there is very carefully picture. The reason is because the picture or the object is built in two-dimensional. If VR technology apply in this subject, student mat feel more interesting about it. The history building, the hero character in the history, can be view in three-dimensional. In order to let student more understand and remember what the story is telling about, VR technology is allowing student step in to the virtual world and be the one of the character in the story. By using this concept, student can more understand about the story.

4.2 Disadvantages of VR

Other than advantages, VR technology has it disadvantage also. Below is showing what the drawback of the VR technology is. In my opinion, there are some issues become the main source of the drawback for VR technology.

Develop VR process

According to Huang and Alessi in (1998), the process of develop a VR is very difficult, because the object need to be defined in three dimension using 3D software. Besides that, the object shapes need to be defined as well, oriented to one another and mapped into specific locations in three-dimensional space. Textures need to be defined as well as other characteristics, such as degree of transparency, shininess, reflectance, and so on. This process consumes time and therefore money.

Financial Issue

There is another disadvantage of VR is financial issue. According to Lubell (2004), Lubell said that although cost of VR has been extremely prohibitive in the past, prices in VR continue to drop whilst improvements in technology continue to make VR more users friendly. But still it not cheap enough. According to my knowledge, one HMD devices will cost around 10-15k. If the quantity is large the amounts will be a huge numbers.

Chapter 5: Critical Evaluation

VR in Malaysia

In my opinion, VR technology is still not that popular in Malaysia. Most of the school, college or University is still using the traditional way to teach. What are students learnt is all from the textbook. For the student whom understanding skill is not that good, they may face some trouble of the information in the textbox. It is because they cannot really understand what the information is talking about. One of the issues why VR technologies are not so popular in Malaysia is because peoples are lack of knowledge in this field. There is no problem for teacher teaching student from the textbook. Because textbook has already shown everything regard to the chapter. Based on the experience for each teacher, there is no problem for them handling few classes student. But when VR technology has implemented, teacher have to attend extra class to improve their skill and knowledge about what is VR. What if the teacher does not have any knowledge about VR technology, there is a problem for them to teaching student how to use the VR technology in their teaching. Not only has the teacher had lack of information about VR technology, even the student also. In Malaysia, still got many students do not know what VR is. What they know is only the basic such as three-dimensional. Or some students think that VR technology only applies in computer game or video game, they have no idea how VR technology applies in their education.

Level of education suitable apply VR

As mentioned above, VR technology can bring a lot of benefits to education. VR technology provide interactive between students with the object in the virtual environment. Students will not only can see the object in any view of point, they can even touch the object, feel the object. In more advance students can even smell and taste the object as well. VR technology is not only help student in understanding the subject concept but it also make the student remember what they learn and store in their memory in long term. Of cause there is not every level education are suitable apply VR technology. VR technology more suitable apply in high level education, because students are more understand about computer technology and they can even learn faster than low level education.

Example VR event in Malaysia

In 20 of July 2010, happy to see that in Malaysia there is a University provides an event which allow participant to experience interact with virtual reality technology and some 3D products and 3D software. It is the important step to bring virtual reality technology come into Malaysia. This even was provided by Limkokwing International University and National University of Malaysia which cooperate with EON Reality Inc together with Solution 4U Sdn Bhd. The main purpose of the event is wanted to let the participant to experience first-hand interaction with Virtual Reality technology as well as interact with 3D products, interactive screens, and 3D software. The presentation is given by Mr. Pontus Appelqvist, VP Sales, Asia Pacific of EON Reality Pte Ltd, where he shared valuable knowledge on 3D solutions, usage, and applications. Mr. Pontus Appelqvist said technology tools such as interactive 3D and other visual learning approaches have high potential to support learners. "We are seeing notable success from studies where 3D lessons have been integrated in the curricula. A recent case study from TI and JTM Concepts, showed improvements were significant - a 35% increase in learning compared to traditional textbook methods."

Establish in Final Year Project

Regarding to my Final Year Project, I am doing 3d modeling of sport complex with provide some interaction to the user. After I had done research about VR technology in education, I realized that there is some characteristics of the VR technology may apply in my Final Year Project. For example, I would like to create a three-dimensional building in interior and exterior, so user can view the building in multiple view point. Besides that, we will provide fully immersive in this project, so user can fully control in the virtual environment. For example, user can press the button on the keyboard and give a direction wherever they want go to. In addition, when the view is closing to the door, the door will detect the distance of the view and perform the open door function. So user can go into the building. Inside the building, there is some interactive too, when user click on certain object, it will give some feedback to the user. For example, when users click on basket ball net, it will come out information about basketball and how the court looks like.

The benefit way of creating this building model is not only provide the information to students. The main purpose is would like to advertise our college facility to public or the student who feel interest to study in our college. People who interest with our college they would not need to travel to the exactly location, they can view our 3D modeling. This will make the people save a lot of time and gain more information about our college environment.

Chapter 6: Conclusion

In this paper I have tried to describe how the VR apply into education. According to my research VR application are more focus on learning and understanding, while issues of training and simulations have been considered with less interest. Besides that, I have also compared the traditional way of teaching with using VR in teaching. These include the talent to change one's frame of reference: the skill to make change in the virtual sizes of the user and the objects in the virtual environment; and the fact that VR allow student got the creation and visualization of presentation of objects and events that have no physical form in the real world. In chapter 3 I have also introduced some existing examples of application which can apply into education. The example included Vari House, Learning Site, ScienceSpace and Zengo Sayo. All of the example mentioned above will bring a lot of benefit to student in their studies. In chapter 4, I have point out what is the advantage for VR technology and what is the disadvantage. All of this have to consider before implement the virtual technology. As a conclusion, VR technology really can bring a lot of benefit and advantage to student in their studies, but have to make sure they are using in the correct way but not in the bad way.