TY - JOUR T1 - Badminton: To Promote Badminton Sport Using Virtual Reality among Younger Generations AU - Bin Mohd Johan, Mohd Danial AU - Bin Abdul Ghani, Dahlan JO - Journal of Engineering and Applied Sciences VL - 13 IS - 20 SP - 8535 EP - 8552 PY - 2018 DA - 2001/08/19 SN - 1816-949x DO - jeasci.2018.8535.8552 UR - https://makhillpublications.co/view-article.php?doi=jeasci.2018.8535.8552 KW - Badminton KW -digital media KW -immersive KW -virtual reality KW -visualization KW -badminton games AB - Younger generation in Malaysia has been widely exposed by digital media entertainment. With the existence digital media, it will may keep them away from socialize real time and appreciate the values of a healthy lifestyle. Badminton has successfully promoted Malaysia all around the world because it is a way to become professional player and providing spirit to the younger generation. The purpose of this research is to develop Virtual Reality (VR) and to promote badminton sport to the younger generation using immersive visualization. Therefore, we hope that this research will provide knowledge and to increase public awareness about badminton games to match to current lifestyle for the user. ER -