The development of interactive educational applications that include 3D environments and spaces for immersive interaction, which leads to many considerations in development such as good performance, smoothing in rendering, immersion, experience provided to the user, among others, being the experience generated in the student the main one since it contains most of the considerations and factors. Taking into consideration the previous mentioned, the present research aims to measure a group of Engineering students, the quality of the improved VR-UC application in relation to the effectiveness, efficiency, satisfaction, usefulness, trust, pleasure, and comfort, when analyzing the results of the Likert scale, which they have been positive in the scales with the highest valuation. It is concluded that an educational virtual reality application must consider tools and techniques that ensure good performance and functionality to give users a good experience and facilitate their learning.
|Idioma original||Inglés estadounidense|
|Título de la publicación alojada||EDUNINE 2022 - 6th IEEE World Engineering Education Conference|
|Subtítulo de la publicación alojada||Rethinking Engineering Education After COVID-19: A Path to the New Normal, Proceedings|
|Editores||Claudio da Rocha Brito, Melany M. Ciampi|
|Editorial||Institute of Electrical and Electronics Engineers Inc.|
|ISBN (versión digital)||9781665483360|
|Estado||Indizado - 2022|
|Evento||6th IEEE World Engineering Education Conference, EDUNINE 2022 - Santos, Brasil|
Duración: 13 mar. 2022 → 16 mar. 2022
Serie de la publicación
|Nombre||EDUNINE 2022 - 6th IEEE World Engineering Education Conference: Rethinking Engineering Education After COVID-19: A Path to the New Normal, Proceedings|
|Conferencia||6th IEEE World Engineering Education Conference, EDUNINE 2022|
|Período||13/03/22 → 16/03/22|
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