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The utilization of web video conferencing allows students to communicate virtually with their teachers and simulate a classroom environment, with many using services such as Zoom and Cisco WebEx. [7] To engage virtual students even further, a process known as gamification can be used to teach a student learning material in a form of a game to ...
The ability to edit in virtual reality was created so that users would be able to check their video edits in real time, without having to continually view the video in a headset between edits. [ 13 ] Social media —Video editing can be used for entertainment and other purposes on YouTube and other social media sites.
A video game, [a] also known as a computer game or just a game, is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld ...
Through virtual reality mediums such as Google Cardboard, foreign languages have also been taught in the classroom by teachers. [83] These few examples, showcase some of the applications of virtual reality and immersive virtual reality in the secondary classroom.
Google Arts & Culture (formerly Google Art Project) is an online platform of high-resolution images and videos of artworks and cultural artifacts from partner cultural organizations throughout the world, operated by Google.
The concept of virtual worlds significantly predates computers. The Roman naturalist, Pliny the Elder, expressed an interest in perceptual illusion. [14] [15] In the twentieth century, the cinematographer Morton Heilig explored the creation of the Sensorama, a theatre experience designed to stimulate the senses of the audience—vision, sound, balance, smell, even touch (via wind)—and so ...
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