Using VR and AR technologies in inclusive education for children with disabilities

dc.contributor.authorKusainov, M.
dc.date.accessioned2020-08-25T11:33:41Z
dc.date.available2020-08-25T11:33:41Z
dc.date.issued2020
dc.descriptionKusainov M. Using VR and AR technologies in inclusive education for children with disabilities / M. Kusainov ; supervisor E. Kim // Black Sea Science 2020 : рroc. of the Intern. Competition of Student Scientific Works. Information Technology, Automation and Robotics / Odessa Nat. Acad. of Food Technologies ; eds. B. Yegorov, M. Mardar, S. Kotlyk [et al.]. – Odessa : ONAFT, 2020. – P. 89–95. – Ref.: 21 tit.ru_RU
dc.description.abstractWe are currently at a stage similar to the transition between theater and cinema. Initially, films were just another way of showing a theater. Some time passed before the filmmakers developed new technologies, ways of presenting a story unique to this environment. Thus, the same will be true for VR. Currently, a virtual reality computer game is simply a traditional computer game, but displayed on another medium. Over time, a paradigm shift will occur that we cannot know. In other words, VR is a revolution, although it took 50 years from the original idea in the laboratory to become a revolutionary product in the broad sense of the word.ru_RU
dc.identifier.urihttps://card-file.ontu.edu.ua/handle/123456789/14473
dc.language.isoenru_RU
dc.subjectvirtual realityru_RU
dc.subjectaugmented realityru_RU
dc.subjectintegrationru_RU
dc.subjectinclusive educationru_RU
dc.subjectfull immersionru_RU
dc.titleUsing VR and AR technologies in inclusive education for children with disabilitiesru_RU
dc.typeArticleru_RU
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