Abstract
This study investigated the broad usability of two different virtual reality (VR) systems, independent of each other. This research is hopefully the beginning of a series of studies to be conducted assessing the usability of various low-cost commercially available VR platforms. Data gathered will be used by stakeholders and decision makers to aid in the purchasing of VR hardware for academic classroom use. The ultimate goal is to continue studying the interaction effect between routine classroom instructor-led teaching (i.e. lecture-based multimedia instruction) and immersive VR teaching (i.e. VR-based multimedia instruction) in terms of learning. The experimental study used a convenience sample from a freshman course (two sections) at a landgrant university. Observations include a general overall excitement by participants to use VR no matter which system offered. This study has quantified the usability of the systems, which were created with the Oculus Rift DK2 and Samsung Gear VR at the core.
Cite
CITATION STYLE
Webster, R., & Dues, J. F. (2017). System usability scale (SUS): Oculus Rift® DK2 and Samsung Gear VR®. In ASEE Annual Conference and Exposition, Conference Proceedings (Vol. 2017-June). American Society for Engineering Education. https://doi.org/10.18260/1-2--28899
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