Immersive learning

[2] For educational purpose, the most mentioned virtual projects include Second Life,[3][4] CAVE VR system,[5] AET Zone[6] are being used in a wide range of disciplines.

Among all the technical tools supporting immersive learning, the CAVE, which defined as a room-like environment with projection screens is well discussed.

The CAVE was first studied by the University of Illinois's Electronic Visualization Lab in 1992,[7] which allows huge screens to involve a large number of audiences.

Sensory simulations play an essential role to achieve mental immersion, with the combination of primary and secondary senses.

The audio engagement within visual stories is welcomed as a way to achieve presence (telepresence), as music helps to arouse emotional factors such as happiness and anger, peacefulness and intense.

Immersive learning supports the simulation of being in a dangerous or unusual environment, as a safe and effective way for training employees.

[18] The needs of teaching art and design ask for a lower level of real-scene simulation, but a higher demand of emotional context and atmosphere.

[21] In some occasions like medication and skill training, physical tool engagements are also functional to better simulate a real scene, such as use patient models in first aid period.

For such use case, the Openlearn[22] virtualized a story to enhance the user's sense of substitution by making choices, the Awge[23] simulated a platform of game boy to get visitors immersed.