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International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 05 Issue: 06 | June -2018 www.irjet.net p-ISSN: 2395-0072
© 2018, IRJET | Impact Factor value: 6.171 | ISO 9001:2008 Certified Journal | Page 1504
SPACE INVADERS: AN EDUCATIONAL GAME IN VIRTUAL REALITY
Ashi Ranka1, Christeen S Joseph2, Aishwarya M Kotian3, Dr. Kiran Y C4
123Department of Computer Science and Engineering, BNM Institute of Technology, Karnataka, India
4Professor, Department of Computer Science and Engineering, BNM Institute of Technology, Karnataka, India
------------------------------------------------------------------- ----***------------------------------------------------------------------------
Abstract - This project describes the creation of a web
application using a space environment design to implement a
game using virtual reality, with the use of a VR headset
consisting of goggles that are used to create a virtual screen.
The developed game enables users to exercise better degreeof
user control, thus providing greater user convenience. It
allows them to envision the abstract environment clearly,thus
enhancing its performance. The success of this game involved
the usage of a number of concepts, over an a-frames platform.
The developed game enables users to exercise better degreeof
user control, thus providing greater user convenience. It
allows them to envision the abstract environment clearly,thus
enhancing its performance.
The educational application developed uses virtualrealityasa
platform to allow users to discover facts about the eight
planets constituting eight levels in the game, while
simultaneously trying to evade and defeat aliens that are
encountered. The initial screen that is displayed features the
spatial environment together with the planets and their
orientation in space. From this screen, the gamer is directedto
the information page, which exhibits details about the
particular planet that was chosen by the user. Once the user
defeats all the aliens, the gamer moves to the questionnaire
round, where the gamer is tested on their knowledge and
memory power. If the questions are answered correctly, the
user can move on to the next level. The user repeats the same
process with the remaining levels.
Key Words: Educational game, Virtual Reality, Space, A-
Frames, Virtual Reality Game
1. INTRODUCTION
With the advancements in science, came the synchronous
advancements in technology. Technology hasbroughtabout
many changes in the field of medicine, research and
agriculture. The field of gaming has been elevated with the
concept of virtual reality. This concept brings together user
interface and simulations of a virtual environment allowing
gamers to witness realistic images, soundsand sensationsto
visualize their presence in a made-up environment. This
project describes the creation of the same using a space
environment design to implement a game using virtual
reality, with the use of a VR headset consisting of goggles
that are used to create a virtual screen.
This technology constitutesthe use of a virtual realitybox,in
order to produce sounds and images that allow the user to
truly picture himself in the holographic projection. The
hardware components used in lieu with the software
enhances the vision of the user, granting him access to view
and move around the artificial environment, whilst
interacting with the itemspresent in the same. The concepts
pertaining to tele-existence and tele-presence are
incorporated into the environment model created, to builda
complete and apt design. By manipulating the various
keyboard and mouse controls, one can move in a given
direction within the created space. Recent technological
advancements pertaining to the building of wrap-around
display screens and haptic devices allows users to feel the
presence of display images. To create a true spatial
environment, it is necessary to merge the content of
immersion. It constitutes the perception of user of being
physically present within the space. The images and sounds
within the same build up this perception, acting as stimuli
that allow users to remain engrossed in the environment.
The gamification process adds a complication to the game
that is build, integrating various game design concepts,
thereby increasing difficulty of the game. The user
interaction and learning is enhancedwiththeintroductionof
this concept. Study and analysis relating to psychology and
behavior of human nature is undertaken to provide better
learning outcomes. Before building the same, it is necessary
to first design the modules and collect data used in the
creation of the model. Deciding the various inputs and
outputs, thus declaring the interface is the initial step in the
planning process. Flowcharts and algorithms are used to
clarify the flow of control within the code. Optimization
techniques are operated on the code to reduce memory
consumption.
The main purpose of designing an educationalgamepertains
toward the need to incorporate learning in the field of
entertainment. This is done in order to capture the attention
of the user. The basic need as a developer is to ensure that
one captures the essence of learning within the gaming
environment. With the ever-increasinggrowthintechnology,
there is a simultaneous growth in the education domain.
Developing the same enhances the efficiency of building an
effective and classic base for learning. Building a game that
provided education through gaming is now a popular
strategy to help improve the concentration of the user.
Learning can be made easy through the concepts used to
develop the same.
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 05 Issue: 06 | June -2018 www.irjet.net p-ISSN: 2395-0072
© 2018, IRJET | Impact Factor value: 6.171 | ISO 9001:2008 Certified Journal | Page 1505
2. LITERATURE SURVEY
Virtual Reality works on the principle of immersion,whichis
a new advancement in the field of technology, thus
incorporating a number of human-machine interaction
instances. It brings in a technology that is based on
simulation of a real or virtual world, which allows one to
immerse, touch & sense the objects with the virtualpresence
in the 3-D world. The ideas and concepts behind the
architectural representation, supporting software &
hardware implementations, variouscategorizedlanguages&
modelling tools were reviewed. Current research objectives,
comparison with other virtualized environments,
development trends of VR, & modelling methods were
studied and analysis over the same was completed. This
technology attempts to bring VR closer to real-world [1].
A study about the various VR devices and their applications
within the 3-D environment was undertaken. To allow the
user visualization of the model, perception of the 3-
dimensional depth should be enhanced. It is easy to allow
mouse-controlled navigation within a 3-D environmentona
graphics monitor and other projection systems. The system
constitutes interaction with virtual worlds through a
window, keyboard and pointer. To simulate the same, we
require 3-D images and sound [2].
Today's world has witnessed the evolution of virtual reality.
Besides the growth in the gaming field, new discoveries can
be made in the field of education. This paper is submitted to
depict the modification of student's perspective towards
education. An interactive computer game has been
developed to study the influence over students after
combining virtual reality games into traditional methods of
education. The basis of this game is to create an illusion of
the Roman times, complete with fortresses, objects and
artefacts from Rome. A holographic representation of areas
situated in the lower parts of the Danube River is used to
allow students to visualize the heritage of Ancient Rome,
through the process of digitization, allowing them to
understand the rich culture of Rome [3].
Knowledge related to the navigation interface, which allows
the locomotion for gamesin the 3D environment,wasgained
through yet another study. The various navigation
techniques i.e., from handheld to the full-body, highly
engaging and partly unconventional methods and also
methodologies to tackle the spatial navigation problems
were described. A number of tips to design and validate the
interface were provided. The methods and ways to trick out
or confuse users to enable a realistic feeling of self-motionin
the created environments were stated. The space invaders
game uses the navigation technique to move around in the
3d environment created when the attack from the UFOs is
directed towards the user, basically for the user to estimate
its surrounding [4].
To keep people interested in virtual heritage, new ways of
immersive interaction had to be developed. A solution for
natural interaction with 3D objects in virtual environments
using Android device over Wi-Fi waspresented. Description
of the principles and concepts of functioning of individual
components as well as the principles of operation after the
integration of all componentsinto a single software solution
were given and knowledge was thus gained previously [5].
3. SYSTEM DESIGN
The system built brings together the elements of HTML,
JavaScript, JSON and React while incorporating the features
of A-framesand it is built over the concept of Virtual Reality.
The system is implemented in Redux to work as an Android
and IOS application. The educational game prototype is
designed such that the system should: (1) run on both
personal computers and phones, (2) compatible with all VR
headset, (3) playable in non-Virtual Reality devices, (4)
detect movement, (5) give reaction to user input and (6)
shoot a bullet when the button is triggered.
Along with the mentioned functional requirements, the
system should possess the following quality attributes (1)
contain concepts of space, (2) provide simple user interface,
(3) givequick reactions to user inputs and run smoothly,(4)
provide good user experience and (5) have strikinggraphics.
The game consists of eight levels, which is equivalent to the
number of planets in the solar system. The game is
education-based, where the user gets to know about the
planets in the solar system in detail and it enablesonetotest
his/her ability to answer the quiz in an efficient manner.
Initially, the main screen is displayed, which consists of all
the planets, along with the sun. Then the user has to select
mercury as his first level and clear it by combatting the
aliens. Once all the aliens in a level are killed, before thetime
runs out, the user will be able to attempt the quiz, else the
user loses. Once the level is cleared the user will be taken to
the next level. And in the similar way the user has to invade
the space by capturing all the planets.
4. DATA FLOW DIAGRAMS
The figure below shows a context Data Flow Diagram or
Level 0 Data Flow Diagram drawn for the system. It is an
overview of the whole system. In Level 0 DFD, the game and
gamers relationship is shown, and the gamer interacts with
application using gamer inputs. The gamer ends the
application after completing the game and the quiz.
Fig -1: Data flow Diagram – Level 0
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 05 Issue: 06 | June -2018 www.irjet.net p-ISSN: 2395-0072
© 2018, IRJET | Impact Factor value: 6.171 | ISO 9001:2008 Certified Journal | Page 1506
The Level 1 Data Flow Diagram is the decomposition of the
context Data Flow Diagram. It involvesthe breakdownofthe
main process into sub processes. In Level 1 DFD, the
operation of the game is explained. The gamer interactswith
the game using game controllers.
Fig -2: Data flow Diagram – Level 1
The Level 2 Data Flow Diagram explains the working of the
quiz. It explains the process of generation of the questions
and the options, saving the option selected by the user,
checking the users answer with the correct answer and
giving feedback to the user about that particular question.
Fig -3: Data flow Diagram – Level 2
5. RESULTS
The snapshots show the working of the system. Initially,
when the user launches the application, the user sees the
initial screen which consists of the solar system containing
all the planets, sun and the celestial bodies. It is in the initial
screen where the user chooses the planet or level to be
played. The difficulty increases with the distance of the
planet from the sun.
Fig -4: The main screen displaying the Solar System
After the user chooses a particular planet, the informationof
the planet is displayed which helpsthe user gain knowledge
about the planet. The information screen is visible for 100
seconds.
Fig -5: Displaying the information for the planet
In the next screen, the user encounters the aliens and has to
combat all the aliens in the given time in order to play the
quiz, else the player has to restart the game by choosing the
level again. The screen consists of a timer and score which
varies with each planet.
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 05 Issue: 06 | June -2018 www.irjet.net p-ISSN: 2395-0072
© 2018, IRJET | Impact Factor value: 6.171 | ISO 9001:2008 Certified Journal | Page 1507
Fig -6: Combatting the aliens
Once the aliens are defeated, the user can move to the
further rounds, by choosing to play the quiz. The quiz
questions along with the options are displayedonthescreen.
The score for both correct and wrong answer is indicated in
the screen for each level.
Fig -7: Questionnaire on the planet
6. CONCLUSIONS
In this paper, we presented a 3-D space educational game.
The concepts involved are based on Virtual Reality, using
software techniques built over A-Frames. The successofthis
project is the result of integrating the elements of HTML,
JavaScript, JSON and React. The system is implemented in
Redux to allow compatibility with Android and IOS
applications. The game works on both personal computers
and smart phones, combining advantageofbothsmartphone
games and VR headset devices. Several experiments have
been conducted to illustrate the effectiveness of the system.
The experimental results show that the developed system
can work effectively on any personal system and
smartphone (Android and IOS) with wearable device. The
system built has friendly user interface which makes the
application look and feel real to the user. The system
incorporates both education and gaming in Virtual Reality
that enablesstudents to learn concepts of space in a creative
manner. In the future, better looking userinterfaceandmore
interactive educational gamesthat include complexstrategy
logic can be built.
REFERENCES
[1] Namrata Singh, “Virtual Reality: A Brief
Survey,”International Conference on Information,
Communication & Embedded Systems, (ICICIES) 2017
[2] Gilson Giraldi, Rodrigo Silva, Jauvane C de
Oliveira,“Introduction to Virtual Reality”, LNCC National
Laboratory for Scientific Computing, Scientific Visualization,
2017
[3] Georgie Hristov, Jordan Raychev, DiyanaKyuchukova,
PlamenZahariev, “Development of an Educational 3-D
Computer Game by Using Virtual Reality Utilities”,
Department of Telecommunications University of Ruse,
Bulgaria, 2017
[4] Ernst Kruijff, “Navigation Interface for Virtual Reality
and Gaming: Theory and Practice”, Institute of Visual
Computing Bonn-Rhein-Sieg University of Applied Sciences
Sankt Augustin, Germany, Bernhard Riecke School of
Interactive Arts and Technology Simon Fraser University
Surrey, BC, Canada, 2017
[5] I. Prazina, V. Okanovic, K. Balic& S. Rizvic, “Usage of
Android Device in Interaction with 3-D Virtual Objects”,
Faculty of Electric Engineering, Sarajevo. Bosnia &
Herzegovina, MIPRO, 2017

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IRJET-Space Invaders: An Educational Game in Virtual Reality

  • 1. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 05 Issue: 06 | June -2018 www.irjet.net p-ISSN: 2395-0072 © 2018, IRJET | Impact Factor value: 6.171 | ISO 9001:2008 Certified Journal | Page 1504 SPACE INVADERS: AN EDUCATIONAL GAME IN VIRTUAL REALITY Ashi Ranka1, Christeen S Joseph2, Aishwarya M Kotian3, Dr. Kiran Y C4 123Department of Computer Science and Engineering, BNM Institute of Technology, Karnataka, India 4Professor, Department of Computer Science and Engineering, BNM Institute of Technology, Karnataka, India ------------------------------------------------------------------- ----***------------------------------------------------------------------------ Abstract - This project describes the creation of a web application using a space environment design to implement a game using virtual reality, with the use of a VR headset consisting of goggles that are used to create a virtual screen. The developed game enables users to exercise better degreeof user control, thus providing greater user convenience. It allows them to envision the abstract environment clearly,thus enhancing its performance. The success of this game involved the usage of a number of concepts, over an a-frames platform. The developed game enables users to exercise better degreeof user control, thus providing greater user convenience. It allows them to envision the abstract environment clearly,thus enhancing its performance. The educational application developed uses virtualrealityasa platform to allow users to discover facts about the eight planets constituting eight levels in the game, while simultaneously trying to evade and defeat aliens that are encountered. The initial screen that is displayed features the spatial environment together with the planets and their orientation in space. From this screen, the gamer is directedto the information page, which exhibits details about the particular planet that was chosen by the user. Once the user defeats all the aliens, the gamer moves to the questionnaire round, where the gamer is tested on their knowledge and memory power. If the questions are answered correctly, the user can move on to the next level. The user repeats the same process with the remaining levels. Key Words: Educational game, Virtual Reality, Space, A- Frames, Virtual Reality Game 1. INTRODUCTION With the advancements in science, came the synchronous advancements in technology. Technology hasbroughtabout many changes in the field of medicine, research and agriculture. The field of gaming has been elevated with the concept of virtual reality. This concept brings together user interface and simulations of a virtual environment allowing gamers to witness realistic images, soundsand sensationsto visualize their presence in a made-up environment. This project describes the creation of the same using a space environment design to implement a game using virtual reality, with the use of a VR headset consisting of goggles that are used to create a virtual screen. This technology constitutesthe use of a virtual realitybox,in order to produce sounds and images that allow the user to truly picture himself in the holographic projection. The hardware components used in lieu with the software enhances the vision of the user, granting him access to view and move around the artificial environment, whilst interacting with the itemspresent in the same. The concepts pertaining to tele-existence and tele-presence are incorporated into the environment model created, to builda complete and apt design. By manipulating the various keyboard and mouse controls, one can move in a given direction within the created space. Recent technological advancements pertaining to the building of wrap-around display screens and haptic devices allows users to feel the presence of display images. To create a true spatial environment, it is necessary to merge the content of immersion. It constitutes the perception of user of being physically present within the space. The images and sounds within the same build up this perception, acting as stimuli that allow users to remain engrossed in the environment. The gamification process adds a complication to the game that is build, integrating various game design concepts, thereby increasing difficulty of the game. The user interaction and learning is enhancedwiththeintroductionof this concept. Study and analysis relating to psychology and behavior of human nature is undertaken to provide better learning outcomes. Before building the same, it is necessary to first design the modules and collect data used in the creation of the model. Deciding the various inputs and outputs, thus declaring the interface is the initial step in the planning process. Flowcharts and algorithms are used to clarify the flow of control within the code. Optimization techniques are operated on the code to reduce memory consumption. The main purpose of designing an educationalgamepertains toward the need to incorporate learning in the field of entertainment. This is done in order to capture the attention of the user. The basic need as a developer is to ensure that one captures the essence of learning within the gaming environment. With the ever-increasinggrowthintechnology, there is a simultaneous growth in the education domain. Developing the same enhances the efficiency of building an effective and classic base for learning. Building a game that provided education through gaming is now a popular strategy to help improve the concentration of the user. Learning can be made easy through the concepts used to develop the same.
  • 2. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 05 Issue: 06 | June -2018 www.irjet.net p-ISSN: 2395-0072 © 2018, IRJET | Impact Factor value: 6.171 | ISO 9001:2008 Certified Journal | Page 1505 2. LITERATURE SURVEY Virtual Reality works on the principle of immersion,whichis a new advancement in the field of technology, thus incorporating a number of human-machine interaction instances. It brings in a technology that is based on simulation of a real or virtual world, which allows one to immerse, touch & sense the objects with the virtualpresence in the 3-D world. The ideas and concepts behind the architectural representation, supporting software & hardware implementations, variouscategorizedlanguages& modelling tools were reviewed. Current research objectives, comparison with other virtualized environments, development trends of VR, & modelling methods were studied and analysis over the same was completed. This technology attempts to bring VR closer to real-world [1]. A study about the various VR devices and their applications within the 3-D environment was undertaken. To allow the user visualization of the model, perception of the 3- dimensional depth should be enhanced. It is easy to allow mouse-controlled navigation within a 3-D environmentona graphics monitor and other projection systems. The system constitutes interaction with virtual worlds through a window, keyboard and pointer. To simulate the same, we require 3-D images and sound [2]. Today's world has witnessed the evolution of virtual reality. Besides the growth in the gaming field, new discoveries can be made in the field of education. This paper is submitted to depict the modification of student's perspective towards education. An interactive computer game has been developed to study the influence over students after combining virtual reality games into traditional methods of education. The basis of this game is to create an illusion of the Roman times, complete with fortresses, objects and artefacts from Rome. A holographic representation of areas situated in the lower parts of the Danube River is used to allow students to visualize the heritage of Ancient Rome, through the process of digitization, allowing them to understand the rich culture of Rome [3]. Knowledge related to the navigation interface, which allows the locomotion for gamesin the 3D environment,wasgained through yet another study. The various navigation techniques i.e., from handheld to the full-body, highly engaging and partly unconventional methods and also methodologies to tackle the spatial navigation problems were described. A number of tips to design and validate the interface were provided. The methods and ways to trick out or confuse users to enable a realistic feeling of self-motionin the created environments were stated. The space invaders game uses the navigation technique to move around in the 3d environment created when the attack from the UFOs is directed towards the user, basically for the user to estimate its surrounding [4]. To keep people interested in virtual heritage, new ways of immersive interaction had to be developed. A solution for natural interaction with 3D objects in virtual environments using Android device over Wi-Fi waspresented. Description of the principles and concepts of functioning of individual components as well as the principles of operation after the integration of all componentsinto a single software solution were given and knowledge was thus gained previously [5]. 3. SYSTEM DESIGN The system built brings together the elements of HTML, JavaScript, JSON and React while incorporating the features of A-framesand it is built over the concept of Virtual Reality. The system is implemented in Redux to work as an Android and IOS application. The educational game prototype is designed such that the system should: (1) run on both personal computers and phones, (2) compatible with all VR headset, (3) playable in non-Virtual Reality devices, (4) detect movement, (5) give reaction to user input and (6) shoot a bullet when the button is triggered. Along with the mentioned functional requirements, the system should possess the following quality attributes (1) contain concepts of space, (2) provide simple user interface, (3) givequick reactions to user inputs and run smoothly,(4) provide good user experience and (5) have strikinggraphics. The game consists of eight levels, which is equivalent to the number of planets in the solar system. The game is education-based, where the user gets to know about the planets in the solar system in detail and it enablesonetotest his/her ability to answer the quiz in an efficient manner. Initially, the main screen is displayed, which consists of all the planets, along with the sun. Then the user has to select mercury as his first level and clear it by combatting the aliens. Once all the aliens in a level are killed, before thetime runs out, the user will be able to attempt the quiz, else the user loses. Once the level is cleared the user will be taken to the next level. And in the similar way the user has to invade the space by capturing all the planets. 4. DATA FLOW DIAGRAMS The figure below shows a context Data Flow Diagram or Level 0 Data Flow Diagram drawn for the system. It is an overview of the whole system. In Level 0 DFD, the game and gamers relationship is shown, and the gamer interacts with application using gamer inputs. The gamer ends the application after completing the game and the quiz. Fig -1: Data flow Diagram – Level 0
  • 3. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 05 Issue: 06 | June -2018 www.irjet.net p-ISSN: 2395-0072 © 2018, IRJET | Impact Factor value: 6.171 | ISO 9001:2008 Certified Journal | Page 1506 The Level 1 Data Flow Diagram is the decomposition of the context Data Flow Diagram. It involvesthe breakdownofthe main process into sub processes. In Level 1 DFD, the operation of the game is explained. The gamer interactswith the game using game controllers. Fig -2: Data flow Diagram – Level 1 The Level 2 Data Flow Diagram explains the working of the quiz. It explains the process of generation of the questions and the options, saving the option selected by the user, checking the users answer with the correct answer and giving feedback to the user about that particular question. Fig -3: Data flow Diagram – Level 2 5. RESULTS The snapshots show the working of the system. Initially, when the user launches the application, the user sees the initial screen which consists of the solar system containing all the planets, sun and the celestial bodies. It is in the initial screen where the user chooses the planet or level to be played. The difficulty increases with the distance of the planet from the sun. Fig -4: The main screen displaying the Solar System After the user chooses a particular planet, the informationof the planet is displayed which helpsthe user gain knowledge about the planet. The information screen is visible for 100 seconds. Fig -5: Displaying the information for the planet In the next screen, the user encounters the aliens and has to combat all the aliens in the given time in order to play the quiz, else the player has to restart the game by choosing the level again. The screen consists of a timer and score which varies with each planet.
  • 4. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 05 Issue: 06 | June -2018 www.irjet.net p-ISSN: 2395-0072 © 2018, IRJET | Impact Factor value: 6.171 | ISO 9001:2008 Certified Journal | Page 1507 Fig -6: Combatting the aliens Once the aliens are defeated, the user can move to the further rounds, by choosing to play the quiz. The quiz questions along with the options are displayedonthescreen. The score for both correct and wrong answer is indicated in the screen for each level. Fig -7: Questionnaire on the planet 6. CONCLUSIONS In this paper, we presented a 3-D space educational game. The concepts involved are based on Virtual Reality, using software techniques built over A-Frames. The successofthis project is the result of integrating the elements of HTML, JavaScript, JSON and React. The system is implemented in Redux to allow compatibility with Android and IOS applications. The game works on both personal computers and smart phones, combining advantageofbothsmartphone games and VR headset devices. Several experiments have been conducted to illustrate the effectiveness of the system. The experimental results show that the developed system can work effectively on any personal system and smartphone (Android and IOS) with wearable device. The system built has friendly user interface which makes the application look and feel real to the user. The system incorporates both education and gaming in Virtual Reality that enablesstudents to learn concepts of space in a creative manner. In the future, better looking userinterfaceandmore interactive educational gamesthat include complexstrategy logic can be built. REFERENCES [1] Namrata Singh, “Virtual Reality: A Brief Survey,”International Conference on Information, Communication & Embedded Systems, (ICICIES) 2017 [2] Gilson Giraldi, Rodrigo Silva, Jauvane C de Oliveira,“Introduction to Virtual Reality”, LNCC National Laboratory for Scientific Computing, Scientific Visualization, 2017 [3] Georgie Hristov, Jordan Raychev, DiyanaKyuchukova, PlamenZahariev, “Development of an Educational 3-D Computer Game by Using Virtual Reality Utilities”, Department of Telecommunications University of Ruse, Bulgaria, 2017 [4] Ernst Kruijff, “Navigation Interface for Virtual Reality and Gaming: Theory and Practice”, Institute of Visual Computing Bonn-Rhein-Sieg University of Applied Sciences Sankt Augustin, Germany, Bernhard Riecke School of Interactive Arts and Technology Simon Fraser University Surrey, BC, Canada, 2017 [5] I. Prazina, V. Okanovic, K. Balic& S. Rizvic, “Usage of Android Device in Interaction with 3-D Virtual Objects”, Faculty of Electric Engineering, Sarajevo. Bosnia & Herzegovina, MIPRO, 2017