The past few decades began the exploration of how teaching and learning can occur through the use of computer games. In 1987 Chickering and Gamson’s published 7 principles for good practice in Undergraduate …show more content…
Dumas and Redish (1999) mentions four points of the definition of usability where is focusing on the user, people are more productive when using a product, people are busy to complete the task, and the user who decides when this product is easy to use. To assess the usability of immersion, we must take part in the survey through the device. Basically today there are a variety of devices immersion virtual reality created with interesting and readily available to allow customers to experience immersion gaming, and one of which is Xbox …show more content…
Kinect is a motion sensing input devices by Microsoft for the Xbox 360 video game console and windows PCs. users can control and interact with the Xbox 360 without the need to touch a game controller, through a natural user interface using gestures and spoken commands. These based on the around a webcam-style add-on peripheral for the Xbox 360 console. Kinect competes with the play station eye motion, play station move, and Wii remote plus (Hinckley & Wigdor, 2002).
According to Hinckley and Wigdor (2002), to pick up the physical movements of people, places, or things, a motion sensing input device is able to used. For this reason, the Microsoft Kinect is currently the most advanced motion sensing input device that is available to all consumers. So that to put it more simply, the system can read and react every single body movement. Furthermore, Johnson (2010) stated that Kinect is a very high advance piece of the technology. This is because it has double the bandwidth, 10 times faster than the Xbox in term of CPU Processing power, and 8 times more