Virtual technology is one of the new generation of information technologies and has been traditionally used in education. It is anticipated that it would bring students a learning encounter closer to certainty, provide personal learning conditions and change the traditional classroom.

The usage of VR in higher education may be a topic that has become studied inside the literature. The research benefits indicate the major objects of VR application are undergraduates, and the applications are mainly related to research and executive, history, remedies, and art work.

Several types of products can be placed on VR in higher education, which include computers, simulators and head-mounted shows. However , the actual device assortment is certainly not comprehensive, in fact it is difficult to evaluate the teaching effect of VR in the field of higher education.

In addition , the immersion of these VR units is bad. The user does not have the sense that he or she is really in the VR environment, which causes a problem for educating. Therefore , a study is needed to improve the immersion of those devices.

To accomplish this, we performed a review of the kind of literature and analyzed the content. All of us sorted the literature into three types: non-immersive, cave-based and completely immersive.

Captivation refers to the extent where a computer display has the ability to of offering an inclusive, in depth, surrounding, and vibrant illusion of reality. Additionally, it considers the range of physical modalities, the width of this environment as well as the resolution and accuracy with the display.