The Role of Artificial Intelligence and Virtual Reality Technology in the Training Mode of Rehabilitation Professionals

Author(s):  
Changqiu Duan ◽  
Haili Song
Author(s):  
Kosmas Dimitropoulos ◽  
Athanasios Manitsaris

This chapter aims to study the benefits that arise from the use of virtual reality technology and World Wide Web in the field of distance education, as well as to further explore the role of instructors and learners in such a network-centric mode of education. Within this framework, special emphasis is given on the design and development of web-based virtual learning environments so as to successfully fulfil their educational objectives. In particular, the chapter includes research on distance education on the Web and the role of virtual reality, as well as study on basic pedagogical methods focusing mainly on the efficient preparation, approach and presentation of the learning content. Moreover, specific designing rules are presented considering the hypermedia, virtual and educational nature of this kind of applications. Finally, an innovative virtual reality environment for distance education in medicine, which reproduces conditions of the real learning process and enhances learning through a real-time interactive simulator, is demonstrated.


Author(s):  
Giuliana Guazzaroni

Virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) are increasingly being used by educational institutions and museums worldwide. Visitors of museums and art galleries may live different layers of reality while enjoying works of art augmented with immersive VR. Research points out that this possibility may strongly affect human emotions. Digital technologies may allow forms of hybridization between flesh and technological objects within virtual or real spaces. They are interactive processes that may contribute to the redefinition of the relationship between identity and technology, between technology and body (Mainardi, 2013). Interactive museums and art galleries are real environments amplified, through information systems, which allow a shift between reality, and electronically manipulated immersive experiences. VR is emotionally engaging and a VR scenario may enhance emotional experience (Diemer et al., 2015) or induce an emotional change (Wu et al., 2016). The main purpose of this chapter is to verify how art and VR affect emotions.


2012 ◽  
Vol 524-527 ◽  
pp. 413-420 ◽  
Author(s):  
Hui Lin ◽  
Pei Liu ◽  
Wei Li ◽  
Lian Peng Zhang ◽  
Ya Zhou Ji

In China, the mine is facing a stern challenge over its environmental protection, the limitation on its structure and function within its subsystem, optimization of its limited manpower, financial and material resources and its sustainable development. Digital mine is come up with to deal with all these problems. The Digital Mine can be liken to “a logistics supply chain”, the basic characteristic is the high-speed network, with broadband and two-way communication system, used as “path map”, which shall make sure the fast delivery of all the data within all the relevant enterprises in the country; It consists of vehicles, which refers to the techniques of Mine CAD, virtual reality, mine simulation, scientific calculation, artificial intelligence, visualization and office automation; goods, which refers to mine data and mind application model; package, which refers to 3DGM(3-Dimensional Geographical Model) and data mining; security system, which refers to the collection and renewal system of mine data; and dispatching system, which refers to MGIS(Mine Geographical Information System), the common carrier of the entire information and office decisions, controlling the use and operation of all vehicles as well as all of the goods production and the package system. The basic structure of the Digital Mine is composed of two parts: digital ground and digital mine. The digital ground is a management information system based on the EPR (Enterprise Resource Planning) and spatial information infrastructure and information system based on 3S technology and computer network. The digital mine regards the mine geology and surveying data as basic information data for spatial positioning, furthermore, inputting other relevant information if necessary, such as mining working-face, excavating working-face, underground chamber, mechanical and electronic equipments, ventilation and safety device, underground pipeline and communication and others, forming a spatial database. Thus, the entire mine’s information system of management and service and decision support system is established. The Digital Mine is a huge systematic project, involving 3S (GIS, GPS, RS), IT (Information technology), mine science, virtual reality technology and visualization technology. Based on computers and network communication, the Digital Mine realizes the digitization of storing, transporting, expressing and applying of all the relevant spatial data and attribute data, including mine construction, exploration, development, mining, environmental protection and control. In addition, it is also a huge artificial intellectual system that integrates digital construction, digital exploration, digital mining, digital environmental protection and digital forecasting based on data dictionary technology, data warehouse technology, WebGIS, virtual reality technology, multimedia technology, CASE technology and artificial intelligence technology.


2010 ◽  
Vol 36 (1) ◽  
pp. 84-94 ◽  
Author(s):  
Emily F. Law ◽  
Lynnda M. Dahlquist ◽  
Soumitri Sil ◽  
Karen E. Weiss ◽  
Linda Jones Herbert ◽  
...  

2021 ◽  
Vol 2021 ◽  
pp. 1-7
Author(s):  
Li Ma

With the development of language research and language teaching, people realize that grammatical competence is an important part of communicative competence. In foreign language teaching, grammar teaching is not only necessary but also the main way to achieve the goal of communicative competence. This article mainly studies the virtual reality technology college English immersive context teaching method based on artificial intelligence and machine learning. The purpose is to improve students’ English learning ability. Through the comparative teaching experiment of two classes of freshmen in a university, the experimental class conducted VR technology-based immersive virtual context teaching from the perspective of constructivism, while the control class adopted common multimedia equipment and traditional teaching methods. In the classroom, teachers occupy most of the time, students only passively receive a lot of information from teachers, they have little chance to participate in the exchange of information and express ideas in the target language, and most of the time they are “immersed” in the Chinese environment. The overall English level was also better than that of the control class, with an average score of 2.8 points higher. This shows that college English immersive context teaching combining constructivism theory and VR technology can indeed improve students’ English level.


2021 ◽  
Vol 2021 ◽  
pp. 1-9
Author(s):  
Na Zhao ◽  
Zhanhong Tian ◽  
Yang Li ◽  
Haihua Yu ◽  
Yu Yang

As the standard of life has increased with the advancement of the time, there has been an increasing stress on healthcare with the aging diet, and pressure sores occur in elderly hospitalized subjects. Of course, the emergence of related medical devices, especially auxiliary foam dressings, is constantly improving. Pressure ulcers are extremely harmful to the elderly. The use of virtual reality technology to simulate the treatment of foam excipients is to test the role of medical devices in virtual reality. In particular, the use of foam dressings in the management of pressure deposits is the most relevant study for this paper, which reviews the relevant literature and conducts a thematic study on patients in a specific urban hospital. The relevant materials were designed, the experiments were designed, and the relevant research data were obtained. Studies show that virtual reality-based preventive medical devices can improve the efficiency of pressure ulcer treatment in hospitals by about 12%. Pressure ulcers have different incidences among people of different ages. The probability is much higher than that of adolescents. Foam dressing is very effective in preventing pressure ulcers. The probability of pressure ulcers after using foam dressing is about 35% lower than that when it is not used.


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Yuqing Wang

Virtual reality technology has promoted the reform of education. This research mainly discusses college physical education teaching assisted by artificial intelligence-based virtual reality technology. According to the position change of the virtual human’s center of gravity, the spline keyframe interpolation method is used for interpolation, and the model pose obtained in each frame is rendered to obtain the virtual human’s animation. After synthesizing a virtual human animation with three-dimensional human motion data, the animation can have functions such as video storage, fast playback, slow playback, and freeze. At the same time, the system can also display and play the virtual human animation and the video shot by the camera on the same screen, in order to make an intuitive comparison of the athletes’ movements. Coaches can edit by hand or shoot the sports of outstanding domestic and foreign athletes on the spot and then use VC++6.0 as a development tool to analyze and get the simulation video of the 3D virtual human body. The virtual human animation technology in the motion analysis system is to relocate the three-dimensional motion data extracted from the video captured by the camera to the three-dimensional virtual human model we have established, and the three-dimensional virtual human will then simulate the technical actions of the athletes, which indirectly reflects that the three-dimensional movement information of the athletes enables coaches and athletes to observe the athletes’ technical movements in a three-dimensional space in real time, repeatedly, and from multiple angles so that the coach can accurately guide the athletes’ technical movements. Finally, a neural network based on artificial intelligence technology is used to evaluate the teaching effect. In the comparative experiment, 35% of the people in the virtual teaching experiment group were excellent, while the control group had only 10% in this excellent range (90–100). This research contributes to the smooth progress of VR technology teaching in colleges and universities.


2020 ◽  
Vol 134 (10) ◽  
pp. 863-866
Author(s):  
J R Abbas ◽  
J J Kenth ◽  
I A Bruce

AbstractBackgroundThe current coronavirus disease 2019 pandemic has caused unprecedented challenges to surgical training across the world. With the widespread cancellations of clinical and academic activities, educators are looking to technological advancements to help ‘bridge the gap’ and continue medical education.SolutionsSimulation-based training as the ‘gold standard’ for medical education has limitations that prevent widespread adoption outside suitably resourced centres. Virtual reality has the potential to surmount these barriers, whilst fulfilling the fundamental aim of simulation-based training to provide a safe, effective and realistic learning environment.Current limitations and insights for futureThe main limitations of virtual reality technology include comfort and the restrictive power of mobile processors. There exists a clear developmental path to address these restrictions. Continued developments of the hardware and software set to deepen immersion and widen the possibilities within surgical education.ConclusionIn the post coronavirus disease 2019 educational landscape, virtual, augmented and mixed reality technology may prove invaluable in the training of the next generation of surgeons.


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