scholarly journals Language Education in the Age of Globalization and Innovation

2019 ◽  
Vol 71 ◽  
pp. 05010
Author(s):  
V. Dobrova ◽  
P. Labzina ◽  
N. Ageenko ◽  
S. Menshenina

Globalization and innovation have recently resulted in the extensive use of the latest technological products practically everywhere, and in education especially. Various technologies are now employed in different spheres of education. Virtual Reality (VR) is a global innovative technology with great potentials and enormous pedagogical possibilities that offers new methods and techniques for education. The main features of it are visibility, security, involvement, presence and focusing. It enables to combine the computer-generated virtual information and the real environment in real time. The presented VR language program is based on the concept of 3D modeling and semantic frame method.

2014 ◽  
Vol 687-691 ◽  
pp. 1258-1261
Author(s):  
Jing Sun ◽  
Hong Tao Wang

With the development of computer graphics, real-time rendering-based VF: technology has been applied in more and more fields. LOD is the key technology in large-scale terrain rendering. In this paper, the basic concept of LOD is introduced briefly and some algorithms of LOD in use are mentioned and analyzed; secondly as one of algorithms of LOD, View-Dependent Progressive Mesh algorithm is studied and improved, the result of implementing the large-scale terrain’s LOD by using VDPM is presented. There are key technologies in LOD Large-scale terrain real-time rendering are researched. Relative technologies are presented such as: LOD of the terrain, visibility culling, and cracks eliminate, view-dependent refine, LOD error, technologies of texture etc. Using LOD technology, VR system can greatly reduce the; number of polygons produced in real-time rendering procedure. Finally, we do experimental design work based on the methods and techniques presented by this paper.


2012 ◽  
Vol 588-589 ◽  
pp. 1320-1323
Author(s):  
Li Xia Wang

This paper takes the virtual reality technology as a core, has established the housing virtual reality roaming display system, Under the premise of the detailed analysis of system architecture, We focus on how to form the terrain database and the scenery three-dimensional database by using the MultiGen Creator, and call OpenGVS through MSVC to carry on the real-time scene control and the method of the complex special effect realization.


2010 ◽  
Vol 40-41 ◽  
pp. 388-391 ◽  
Author(s):  
Shou Xiang Zhang

An unmanned mining technology for the fully mechanized longwall face automation production is proposed and studied. The essential technology will bring the longwall face production into visualization through the Virtual Reality (VR) and Augmented Reality (AR) union. Based on the visual theoretical model of the longwall face, the combination of virtual and reality, the real-time interactive and the 3D registration function were realized. The Key technology and Alpha channel are used to the combination of the real long wall face and the virtual user.


Author(s):  
Kevin Lesniak ◽  
Conrad S. Tucker ◽  
Sven Bilen ◽  
Janis Terpenny ◽  
Chimay Anumba

Immersive virtual reality systems have the potential to transform the manner in which designers create prototypes and collaborate in teams. Using technologies such as the Oculus Rift or the HTC Vive, a designer can attain a sense of “presence” and “immersion” typically not experienced by traditional CAD-based platforms. However, one of the fundamental challenges of creating a high quality immersive virtual reality experience is actually creating the immersive virtual reality environment itself. Typically, designers spend a considerable amount of time manually designing virtual models that replicate physical, real world artifacts. While there exists the ability to import standard 3D models into these immersive virtual reality environments, these models are typically generic in nature and do not represent the designer’s intent. To mitigate these challenges, the authors of this work propose the real time translation of physical objects into an immersive virtual reality environment using readily available RGB-D sensing systems and standard networking connections. The emergence of commercial, off-the shelf RGB-D sensing systems such as the Microsoft Kinect, have enabled the rapid 3D reconstruction of physical environments. The authors present a methodology that employs 3D mesh reconstruction algorithms and real time rendering techniques to capture physical objects in the real world and represent their 3D reconstruction in an immersive virtual realilty environment with which the user can then interact. A case study involving a commodity RGB-D sensor and multiple computers connected through standard TCP internet connections is presented to demonstrate the viability of the proposed methodology.


2021 ◽  
Author(s):  
Ezgi Pelin Yildiz

Augmented reality is defined as the technology in which virtual objects are blended with the real world and also interact with each other. Although augmented reality applications are used in many areas, the most important of these areas is the field of education. AR technology allows the combination of real objects and virtual information in order to increase students’ interaction with physical environments and facilitate their learning. Developing technology enables students to learn complex topics in a fun and easy way through virtual reality devices. Students interact with objects in the virtual environment and can learn more about it. For example; by organizing digital tours to a museum or zoo in a completely different country, lessons can be taught in the company of a teacher as if they were there at that moment. In the light of all these, this study is a compilation study. In this context, augmented reality technologies were introduced and attention was drawn to their use in different fields of education with their examples. As a suggestion at the end of the study, it was emphasized that the prepared sections should be carefully read by the educators and put into practice in their lessons. In addition it was also pointed out that it should be preferred in order to communicate effectively with students by interacting in real time, especially during the pandemic process.


2021 ◽  
Vol 7 (1) ◽  
pp. 15
Author(s):  
Rita Costa ◽  
Paulo Gomes ◽  
António Correia ◽  
António Marques ◽  
Javier Pereira

This work focuses on the development of a software link interface tool between the Looxid Link Device coupled to the HTC Vive Pro VR HeadSets and the Unity platform, to generate real-time interactivity in virtual reality applications. The software incorporates a dynamic and parameterizable algorithm to be used as a core-engine in the real-time Biofeedback process, recognizing the values of the biological signals registered in each of the EEG channels of the Looxid Link device. The values of EEG frequencies detected in real time can be used to generate elements of interactivity, with different frequencies and intensities.


2021 ◽  
Author(s):  
◽  
Kar Wing Leung

<p>Within the current context of digital architectural construction and immersive representation exists a problem of ‘ocularcentrism’ as defined by Pallasmaa. Recent immersive developments such as Google Earth VR, or Realities.io, focus primarily in working within the tangible experience, purely emphasising on geometric forms and physical artefacts. They largely ignore the more experiential and intangible qualities of space, which are crucial elements in a real embodied physical experience of architecture. Phenomenologists such as Pallasmaa, Holl, and Zumthor expand on this, identifying that architecture clearly exists as something beyond just the tangible. Architecture fundamentally is an experiential and spatial art, incorporating not just the geometric sense of space but also aspects of the intangible such as sound, movement, lighting and interaction. As a result of this tangible-bias, virtual-reality’s current use within architecture as an immersive medium is largely limited. Most developments can be described as ‘an immersive virtual photograph’ of architecture rather than an experience of one.  This research is a response to studies that directly address the problem of ‘ocularcentrism’ while also exploring the methods and techniques that can translate intangible qualities into virtual architecture. Utilising a Real-Time Virtual Environment (RTVE) and Virtual Reality (VR) tool set, this paper virtually reconstructs the case study of the Kowloon Walled City. It proposes a novel working methodology for immersive architectural visualisation with VR and adds to the on-going research in the field of phenomenology within architecture.</p>


2021 ◽  
Vol 163 (A3) ◽  
Author(s):  
Y Du ◽  
Y Y Wang ◽  
X C Shang ◽  
J B Zhang ◽  
M L Duan

To train inexperienced workers for the construction, production, and maintenance of subsea production systems, a virtual reality simulation platform was developed. The entire framework, software, and hardware platforms of the system were designed and introduced. A multi-person collaborative simulation was achieved based on the high-level architecture protocol. The real-time dynamic calculation software Vortex was used to add physical properties to each geometrical model and set collision detections and motion constraints so that the VR system can reflect the real motion response of the structures in real-time during virtual simulation. Visual simulation software Vega Prime and Vortex were integrated to realise the real-time rendering and drawing of virtual ocean engineering scenes. Thus, a virtual simulation system with large-scale complex scenes based on real-time dynamic calculation and multi-person collaborative operation was established. A typical ocean engineering case of subsea manifold installation was simulated using the virtual simulation system, and the detailed simulation flow was explained. A multibody dynamics system of the ship-cable-subsea manifold was established using Orcaflex to obtain the accurate motion response of the subsea manifold during lowering. In the virtual simulation process, the obtained hydrodynamic calculation results can provide an important guideline and reference to the operators. The developed simulation system is a suitable tool for training ocean engineering workers and realistically simulating ocean operation cases.


2013 ◽  
Vol 308 ◽  
pp. 171-174 ◽  
Author(s):  
Jozef Novak-Marcincin ◽  
Veronika Fečová ◽  
Ludmila Novakova-Marcincinova ◽  
Jozef Torok ◽  
Jozef Barna

The aim of this article was to describe the creation of application for the motion capture technology. The part of this contribution deals with the use of virtual reality technology in the many area of life, but it is focused on the engineering area. The next part describes the used software and magnetic device for this application. The practical parts deals with the creation of this application, it describe this proces and shown the results of this created application and how this application is working in the real time.


Sign in / Sign up

Export Citation Format

Share Document