posted on 2023-05-23, 15:13authored byZi Siang SeeZi Siang See, Lee, XS, Brimo, A, Thwaites, H, Goodman, L
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.
History
Publication title
Proceedings of 2018 IEEE Games, Entertainment, Media Conference (GEM)
Editors
'.'
Pagination
1-4
ISBN
9781538663059
Department/School
Faculty of Education
Publisher
IEEE
Place of publication
New York
Event title
2018 IEEE Games, Entertainment, Media Conference (GEM)
Event Venue
Galway, Ireland
Date of Event (Start Date)
2018-08-15
Date of Event (End Date)
2018-08-17
Rights statement
Copyright 2018 IEEE
Repository Status
Open
Socio-economic Objectives
Digital humanities; Expanding knowledge in education