Virtual reality (VR) may be used as an innovative educational tool. However, in order to fully exploit its potential, it is essential to achieve the effect of immersion. To more completely submerge the user in a virtual environment, it is necessary to ensure that the user’s actions are directly translated into the image generated by the application, which can be achieved by means of various devices, such as tracking systems and VR headsets, as well as haptic devices. Recently, VR has become the focus of e-entertainment, which has resulted in the appearance on the market of numerous, low-cost peripheral devices. The paper discusses the examples of potential applications and steps necessary to adapt low-cost devices to immersive educational applications.
This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.