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Interactive 360-Degree Virtual Reality into e-Learning Content Design
Abuelainin Hussain

Abuelainin Hussain, College of Art and Design, Royal University for Women, Bahrain.
Manuscript received on November 01, 2020. | Revised Manuscript received on November 23, 2020. | Manuscript published on December 10, 2021. | PP: 1-4 | Volume-10 Issue-2, December 2020 | Retrieval Number: 100.1/ijitee.B82191210220| DOI: 10.35940/ijitee.B8219.1210220
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© The Authors. Blue Eyes Intelligence Engineering and Sciences Publication (BEIESP). This is an open access article under the CC-BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/)

Abstract: The techniques and methods essential in creating 2D and 3D virtual reality images that can be displayed in multimedia devices are the main aims of the study. Tools such as desktops, laptops, tablets, smartphones, and other multimedia devices that display such content are the primary concern in the study. Such devices communicate the content through videos, images, or sound which are realistic and useful to the user. Such contents can be captured from different locations in virtual imaginary sites through the abovenamed electronic devices. These are beneficial e-learning instructional techniques for students, especially for higher learning [1]. Considering architectural learners who rely on such images to develop the expected simple designs useful in real constructions, 360-degree imaging has to be considered in e-learning for their benefits. The primary forms through which the content can be transformed into a virtual reality include YouTube and Facebook websites, all of which can display 360-degree virtual environment content. Through this, the learners will interact with virtual reality in such setups, thus enhancing their studies. 
Keywords: Virtual Reality, e-Learning, Multimedia design, Graphic design, Digital Media, Higher Education.
Scope of the Article: Virtual Reality