Virtual technology is one of the fresh generation of information technologies and has been widespread in education. It is predicted that it brings students a learning knowledge closer to truth, provide personal learning surroundings and change the traditional classroom.

The application of VR in higher education is a topic that happens to be studied in the literature. The research outcomes indicate the fact that the major objects of VR application will be undergraduates, and the applications are mainly related to scientific research and design, history, treatments, and skill.

Several types of devices can be given to VR in higher education, which includes computers, simulators my website and head-mounted shows. However , the existing device selection is certainly not comprehensive, and it is difficult to evaluate the teaching effect of VR in the field of higher education.

In addition , the immersion of the VR gadgets is not good. The user does not have the feeling that this individual or she is really in the VR environment, which causes a problem for instructing. Therefore , a report is needed to improve the immersion of devices.

To accomplish this, we performed a review of the relevant literature and analyzed the content. We sorted the literature into three categories: non-immersive, cave-based and completely immersive.

Immersion refers to the extent where a computer display is capable of rendering an inclusive, considerable, surrounding, and vivid illusion of reality. Additionally, it considers the range of sensory modalities, the width of the environment plus the resolution and accuracy of this display.