Eğitimde Sanal Gerçeklik Uygulamalarında Erişilebilirlik ve Uyumluluk

Accessibility and Compatibility of Virtual Reality Applications in Education

Yayın Bilgileri

Yazarlar: Mehmet Bütün – Veli Özcan Budak – Murat Selçuk – İlkim Ecem Emre – İrfan Şimşek
Yayın Türü: Makale
Dergi: Eğitim Teknolojisi: Kuram ve Uygulama  
Yıl: 2019

Sayı – Cilt: 9 (1)
Sayfa: 251-275
Anahtar Kelimeler:  sanal gerçeklik, eğitimde sanal gerçeklik (virtual reality, virtual reality in education)

Abstract

Along with the rapid developments in virtual reality (VR) technology, the number of platforms that enable application development in this area has also increased. The diversity of devices and application development platforms brings accessibility and compatibility issues to the forefront. Nowadays, developed VR applications for education, which devices they are compatible with and from which platforms they are accessible in terms of the virtual application store has become an important research topic. The studies in Scopus and ERIC, published between years 2014-2018 and using VR applications developed for education, were analyzed with a systematic review. Studies were analyzed according to the platforms they have developed, the language of the software used, the supported operating system, and the virtual stores that can be accessed. It was found that in 29 of the studies used VR applications that were developed previously, in 7 studies no information is given about used VR applications, and in 28 studies VR applications were developed. In a significant part of the studies, it was found that VR applications were not developed to be supported by more than one device or operating system, there were ambiguities about accessibility to virtual application stores and different software languages were preferred. As a result of the evaluations, it can be said that accessibility and compatibility problems have found in a significant part of the studies. As a result, it is recommended that VR applications to be used in the field of education to be developed as platform-independent and compatible with mobile devices to work in different operating systems and devices.

Özet

Sanal gerçeklik (SG) teknolojilerinde yaşanan hızlı gelişmelerle birlikte, bu alanda uygulama geliştirilen platformların sayısı da artış göstermiştir. Cihazların ve uygulama geliştirme platformlarının çeşitlilik kazanması, erişilebilirlik ve uyumluluk sorunlarını gündeme getirmektedir. Bu bağlamda günümüzde eğitim için geliştirilen SG uygulamalarının; hangi cihazlarla uyumlu oldukları ve dağıtıldıkları sanal uygulama mağazası açısından hangi platformlar üzerinde erişilebilir oldukları önemli bir araştırma konusu haline gelmiştir. Scopus ve ERIC üzerinde yer alan, 2014-2018 yıllarında yayımlanmış, eğitim için geliştirilen SG uygulamalarının kullanıldığı çalışmalar sistematik derleme ile analiz edilmiştir. İncelenen makaleler; geliştirildikleri platformlar, kullanılan yazılım dilleri, desteklenen işletim sistemi ve erişilebilecekleri sanal mağazalar açısından değerlendirilmiştir. Çalışmaların 29’unda daha önce geliştirilmiş SG uygulamalarının kullanıldığı, 7’sinde kullanılan SG uygulamalarına dair bilgi verilmediği, 28 çalışmada ise SG uygulamaları geliştirildiği görülmüştür. Çalışmaların önemli bir bölümünde, SG uygulamalarının birden fazla cihaz ya da işletim sistemi tarafından desteklenecek şekilde geliştirilmediği, sanal uygulama mağazaları üzerinde erişime açılması konusunda belirsizliğin olduğu, yazılım dili olarak ise farklı dillerin tercih edildiği görülmüştür. Yapılan değerlendirmeler neticesinde çalışmaların önemli bir bölümünde yaygın etki açısından erişilebilirlik ve uyumluluk sorunları olduğu söylenebilir. Sonuç olarak, eğitim alanında kullanılacak SG uygulamalarının farklı işletim sistemlerinde ve cihazlarda çalışacak şekilde platformdan bağımsız ve mobil cihazlarla uyumlu şekilde geliştirilmesi önerilmektedir.

Summary

The rapid developments in virtual reality technologies in recent years have brought along the diversity of devices used in this area. In parallel with the diversification of virtual reality devices, the platforms that allow the development of the applications in this field are also evolving and developing. This situation allows virtual reality applications to be developed and run in a way that is compatible with multiple devices and operating systems. These developments have influenced many studies in different fields. One of these areas is education. Nowadays, more emphasis is given to the availability of different technologies in researches on virtual reality applications in the field of education. In addition, which devices they are compatible with, and on which platforms they are accessible in terms of the virtual application stores are important research topics for the virtual reality applications developed for education. In this study, it is aimed to investigate virtual reality applications developed for education according to their platforms, used software languages, supported operating systems, and virtual stores where applications can be accessed in terms of accessibility and device compatibility. In this study, the virtual reality studies are investigated, which were published on the Scopus and ERIC databases and published in the field of education between years 2014 and 2018. Literature review is limited to include the studies which have “virtual reality and education” and “virtual reality and learning” words together in the title section. According to these limitations, 98 studies in the Scopus database and 78 studies in the ERIC database were reached. The articles that were common and unavailable in both databases were eliminated and the study was completed with 81 articles. Articles are examined in terms of accessibility and device compatibility according to their platforms, used software languages, supported operating system and virtual stores which applications can be accessed. It is determined that in 29 of the analyzed studies previously developed VR applications were used. In 7 studies there were no information about the used VR applications. In 28 studies, VR applications were developed (It is found that both a virtual reality application was developed and a developed application was used in 2 studies). It is found that the most preferred platforms are Unity (n=7), Autodesk Maya (n=5), Second Life (n=5), Blender (n=3) and 3Ds Max (n=3). The most preferred languages for software development are; C # (n=7), Javascript (n=6), C ++ (n=5) and Linden Scripting Language (n=5). It is determined that the application was not developed to be supported by more than one device or operating system in a significant portion of the studies. It is also observed that there is uncertainty about the accessibility of the developed applications on virtual application stores. Nowadays, virtual reality technologies can now be used for different purposes in different research areas. Virtual reality applications in the field of education are being used as a new and effective tool in the acquisition of various achievements. Applications made in the field of education in recent years were examined and the various findings are obtained about the used technologies. Examining virtual reality-based studies in the field of education, it is determined that different application development platforms and different software development languages are used. In addition, applications are often seen to be used via desktop computers. Nowadays, it can be stated easily that providing services on multiple devices is gaining importance. In this respect, it can be stated that carrying out studies only for specific groups might be a disadvantage. It is believed that running the applications on multiple devices can be useful in spreading the applications. It can also be said that web-based applications may have advantages in terms of accessibility because of direct access from many devices. In terms of software development languages, it is seen that different languages can be preferred. Software development languages vary according to the platforms used by the researchers and / or preferences of the researchers. This situation requires application developers to master software development languages for different platforms. As a result, it is proposed that the virtual reality applications be developed in a platformindependent way to work on different operating systems and different devices, and to be compatible with increasingly used mobile devices.

İlgili dökümanı Dergipark üzerinden veya aşağıdaki linkten indirebilirsiniz.