In the next 10 years, the gaming scenario would be pretty advanced. The games would mostly constitute of Virtual simulation. It would contain real people characters and their reaction and view them like a coffee table and see small-scale real people made up from light running around on that table. All this would be made possible through use of virtual reality technology. This technology gives us the ability to create a simulation which replicates much of the realism of the real world environment, while eliminating many of the associated risks and costs. That’s will offer good opportunity to create educational simulations allow students to become immersed in the learning process and assist in transforming them from passive observes of linear material, to active hands-on operators of interactive content.
In other words, gaming scenarios could be designed using design principles and game technology for purposes other than entertainment such as education purposes. It may turn modern audiences into active participants by engaging them in an immersive virtual environment, relevant to the industry associated with the game.
In addition, simulation-based training provides many benefits to commercial and military industries, allowing trainees to test and hone their skills in a safe virtual environment.
This picture explained the current use of 3D training simulation software for airport ground support equipment operators. The simulation allows operators to be trained, tested, and assessed in a safe, risk-free, and low cost environment. Future 3D simulator would be pretty advanced. Some of the technological issues: we need more advance of tool(s) to create more advance 3D educational simulator. These tools could be more advance high-performance scripts, animations, textures, sounds, objects, course materials, Ease implementation at every stage in the development cycle for designing, Increase flexibility, coding, debugging, and tuning applications, and Minimize learning curve and improve productivity. This technology may take 15 to 20 years before widely adopted in educational processes.
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