ABSTRACT
The Internet of Things (IoT) and Virtual Reality (VR) are two of the most significant technologies of the last decades that will surely influence many technologies in the few coming years. According to the experts at Gartner, 20.8 billion new things will be connected by 2020 and researchers at kzero expect that only by 2018, there will be more than 170 million VR active user over the world. The IoT refers to the network of internet connected objects that are able to collect, exchange data and make decisions, while VR intends to provide a computer-generated 3D environment that can be used to build real-time tools that can monitor every response made by the user in a natural way. VR has the ability to change the world in some incredible ways, while the IoT already has did. Therefore, much promise and opportunities lay in these two technologies. Taken individually, IoT and VR find their applications in almost every field. In this paper we focus on the educational field, thus the confluence of IoT and VR technologies can bring more new opportunities and possibilities for the improvement and the effectiveness of both learning/training process and educational institution's infrastructure. In this sense, we propose a new approach that can allow learners to consolidate their conceptual learning with tangible experiences in a novel manner.
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Index Terms
- Towards New Approach to Enhance Learning Based on Internet of Things and Virtual Reality
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