In recent decades, virtual reality (VR) learning environments have expanded across various fields, promising procedural knowledge acquisition. While health and engineering have extensively explored these spaces, the audiovisual production domain has received comparatively less attention. Conversely, the entertainment and media sectors aim to reduce costs in immersive production, leveraging advancements in 360 cameras, VR headsets, and 3D visualization. This systematic literature review covers 14 years, aiming to comprehensively address this gap. Initially identifying 319 references, 33 were meticulously selected for analysis. The review elucidates key themes regarding needs, implementation strategies, and outcomes. While tool development prioritizes enhancing accessibility and affordability, applications remain confined to experimental pilots. This review highlights the need for further investigation of virtual environments for audiovisual learning and practice, with future research prioritizing broader implementations integrated into curricula or full-scale productions, as well as comparative studies to comprehensively assess the benefits of virtual environments.
Tópico:
Virtual Reality Applications and Impacts
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FuenteInternational Journal of Human-Computer Interaction