Abstract

This study investigated the broad usability of two different virtual reality (VR) systems, independent of each other. This research is the beginning of a series of studies to be conducted assessing the usability of various low-cost commercially available VR platforms. Data gathered will be used by stakeholders and decision makers to aid in the purchasing of VR hardware for academic classroom use. The ultimate goal is to continue studying the interaction effect between routine classroom instructor-led teaching (i.e. lecture-based multimedia instruction) and immersive VR teaching (i.e. VR-based multimedia instruction) in terms of learning. The experimental study used a convenience sample from a freshman course (two sections) at a land-grant university. Observations include a general overall excitement by participants to use VR no matter which system offered. This study has quantified the usability of the systems, which were created with the Oculus Rift DK2 and Samsung Gear VR at the core.

Comments

This is the publisher PDF of Webster, R., & Dues, J. F. (2017, June), System Usability Scale (SUS): Oculus Rift® DK2 and Samsung Gear VR® Paper presented at 2017 ASEE Annual Conference & Exposition, Columbus, Ohio. https://peer.asee.org/28899

© 2017 American Society for Engineering Education. Other scholars may excerpt or quote from these materials with the same citation. When excerpting or quoting from Conference Proceedings, authors should, in addition to noting the ASEE copyright, list all the original authors and their institutions and name the host city of the conference.

The version of record is available at DOI: 10.18260/1-2--28899.

Date of this Version

6-2017

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