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  - 