Eğitim Amaçlı Sanal Gerçeklik Uygulamalarında Kullanılan Cihazların Daldırma Açısından İncelenmesi
Year 2019,
Volume: 12 Issue: 2, 119 - 129, 30.04.2019
İlkim Ecem Emre
,
Murat Selçuk
,
Veli Özcan Budak
,
Mehmet Bütün
,
İrfan Şimşek
Abstract
Teknolojide yaşanan gelişmeler, farklı araç ve yöntemlerin eğitim amaçlı kullanımına olanak sağlamaktadır. İlgili alanyazın incelendiğinde, son yıllarda giderek artan kullanım oranlarıyla sanal gerçeklik (SG) teknolojisinin eğitim amaçlı çalışmalarda sıklıkla tercih edilmeye başlandığı görülmektedir. SG, bireyin farklı duyu organlarını uyararak fiziki bir ortamdan sanal bir ortama geçişine olanak sağlayan bir teknolojidir. Bu çalışmada; SG uygulamalarıyla eğitim amaçlı gerçekleştirilen çalışmalarda kullanılan cihazlar, daldırma (bireyin sanal gerçeklik cihazlarıyla fiziki ortamla olan bağının belirli sınırlılıklarla kesilerek sanal ortamda bulunma hissi) etkileri yönünden ele alınmış, yeterlilikleri ve sundukları fırsatlar bakımından incelenmiştir. Scopus veri tabanında 2013-2017 yılları arasında yayımlanmış, “sanal gerçeklik (virtual reality)” kelime grubunu başlık ve “eğitim (education)” kelimesini başlık, özet ve anahtar kelime olarak barındıran ve daldırma etkisi sunan cihazları içeren, 30 çalışma içerik analizi yöntemi ile belirlenen kısıtlar çerçevesinde incelenerek araştırma gerçekleştirilmiştir. İncelenen çalışmaların tamamında (%100) görme duyusuna hitap eden cihaz(lar)ın kullanıldığı, %50’sinde işitme ve %47’sinde dokunma duyusuyla etkileşim içeren cihaz(lar)ın kullanıldığı görülmüştür. Koku duyusuna hitap eden çalışmaya ise rastlanmamıştır. Araştırmaya dahil edilen çalışmaların %43’ünde tam daldırıcı SG uygulamalarının, %53’ünde ise yarı daldırıcı SG uygulamalarının kullanıldığı tespit edilmiştir. Kullanılan sistem tipi bakımından çalışmaların %66’sında SG gözlüklerinin (Head Mounted Display-HMD) tercih edildiği, %10’unda ise sanal mağaraların (CAVE) kullanıldığı görülmüştür. Araştırma kapsamında yapılan analizler sonucunda tespit edilen olan tüm bulgular detaylı bir şekilde aktarılmıştır. Bu çalışmanın, eğitim alanında SG ile ilgili çalışmalar yapan araştırmacılar için rehber niteliği taşıyan bir kaynak olacağı düşünülmektedir.
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Investigation of Devices Used in Virtual Reality Applications For Education Purposes in Terms of Immersion
Year 2019,
Volume: 12 Issue: 2, 119 - 129, 30.04.2019
İlkim Ecem Emre
,
Murat Selçuk
,
Veli Özcan Budak
,
Mehmet Bütün
,
İrfan Şimşek
Abstract
Technological developments enable the use of different tools and methods for educational purposes. When the relevant literature is examined, it is seen that virtual reality (VR) technology is becoming more and more preferred for educational purposes with increasing usage rates in recent years. VR is a technology that allows individuals to pass from a physical environment to a virtual environment by stimulating different sensory organs. In this study, the devices used in the studies conducted for educational purposes with VR applications, their features and opportunities were examined in terms of their immersion effects (creating the feeling of being in the virtual environment by cutting the connection of individual with the physical environment with certain limitations). In the scope of the study, 30 papers published in the Scopus database between the years 2013-2017, which include devices that have immersion effect and containing the words "virtual reality" in title and "education" in title, abstract and keywords fields were analysed with content analysis. It is seen that, in all of the studies visual sense, in 50% sense of hearing and in 47% sense of touch was addressed with the devices. Study that addressed the sense of smell is not found. It was determined that 43% of the studies included in the study had full immersion SG applications and 53% had semi-submerged SG applications. In terms of the used system type, VR glasses (head mounted display-HMD) was preferred in 66% of the studies and virtual caves (cave automatic virtual environment - CAVE) were used in 10%. All the findings of the analyses were given in detail. This study is thought to be a guide resource for researchers working on VR in the field of education.
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