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MOOC for AR VR training: obstacles, challenges and Usability

See, ZS ORCID: 0000-0002-6079-176X, Lee, XS, Brimo, A, Thwaites, H and Goodman, L 2018 , 'MOOC for AR VR training: obstacles, challenges and Usability', in '.' (ed.), Proceedings of 2018 IEEE Games, Entertainment, Media Conference (GEM) , IEEE, New York, pp. 1-4 , doi: https://doi.org/10.1109/GEM.2018.8516514.

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Abstract

This paper provides a case study of massive open online course (MOOC) for augmented reality (AR) and virtual reality (VR). The research studies the obstacles, challenges and usability issues entailed in the management of a novel MOOC for AR and VR training. The electronic learning form of MOOC has been adapted and made available for a number of universities and organizations. It brings learning opportunities for university students and industrial professionals to go through online-based courses on their own pace, and some MOOCs provide certifications for specialized subjects. However, the nature of working on AR and VR requires specialized equipment such as mobile tablets with high computing capability, workstation with fast graphic processing units (GPU) and head-mount-devices (HMD). This case study investigation outlines an overview of the potential obstacles and issues with the intention of how MOOC addresses best practices and the fundamental requirements of AR and VR training.

Item Type: Conference Publication
Authors/Creators:See, ZS and Lee, XS and Brimo, A and Thwaites, H and Goodman, L
Keywords: technologies, virtual reality, augmented reality, education
Journal or Publication Title: Proceedings of 2018 IEEE Games, Entertainment, Media Conference (GEM)
Publisher: IEEE
DOI / ID Number: https://doi.org/10.1109/GEM.2018.8516514
Copyright Information:

Copyright 2018 IEEE

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