Design and Research of Virtual Reality Teaching Assistant System for Colleges and Universities Experimental Course Under the Background of Wisdom Education

Author(s):  
Yushan Zhong ◽  
Xinning Liu
2013 ◽  
Vol 440 ◽  
pp. 354-359
Author(s):  
Tie Cheng Cui ◽  
Yong Qiang Peng ◽  
Yue Sun

The method of rope-ladder training can effectively improves the participants' mobile ability and sensitivity, and for playability of the method's practice way makes it easy way to interest the participants. With the introduction rope-ladder training in school, we can help the students sports teams to train and improve their physical quality. In this paper, the design ideas, development process and the key technologies of the rope-ladder teaching assistant system in virtual reality technology are described. The rope-ladder teaching assistant system developed by virtual reality technology can effectively resolve the difficulties in the teaching and break the time and space constraints of sports teaching, and expand the methods of sports teaching which is conducive to the improvement of practice effect.


2020 ◽  
Author(s):  
Yuming Tian ◽  
Haoluo Fu ◽  
Jiawei Liu ◽  
Le Wang ◽  
Xiaoji Xu

<p>Providing access to up-to-date and expensive instruments for a large classroom is challenging for courses of analytical chemistry and physical chemistry, where knowledge on analytical methods or demonstration of phenomena is associated with a specialized instrument. In this technology report, we present our solution to this challenge: a virtual reality (VR) chemical educational tool that provides <i>in situ</i> user experience on research equipment to a large classroom. The VR educational tool consists of a VR camera in the laboratory attached to a teaching assistant who performs the experiment and many virtual reality playing devices in a classroom watched by students. The experience of experimenting is shared with the students in the classroom. Moreover, the VR educational tool can also provide an immersive experience on laboratory demonstrations to the general audience for outreach, without the constraint from safety concerns. Further utilization of the VR educational tool is expected to remove the barrier between the lecture room and the laboratory and enable new pedagogical methods for lectures in STEM education.</p>


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.


2019 ◽  
Vol 35 (3) ◽  
Author(s):  
Mian Usman Sattar ◽  
Sellappan Palaniappan ◽  
Asiah Lokman ◽  
Atif Hassan ◽  
Nauman Shah ◽  
...  

Objectives: To determine the need of contemporary immersive approaches (Virtual Reality) in teaching and training at medical sector. The main objective of this study was to explore the effects of text, video and immersive technologies learning methodologies for participants’ learning in public and private medical colleges and universities of Pakistan. Methods: In this quantitative research 87 medical students of 4th year from three public and five private medical colleges and universities participated. A laparoscopy operation was selected in consultation with senior medical consultants for this experiment. The experimental material was arranged in virtual reality, video and text based learning. At completion of each of which, participants completed a questionnaire about learning motivation and learning competency through the different mediums. Results: Statistical t-test was selected for the analysis of this study. By comparing the mean values of virtual reality, video, and text based learning methodologies in medical academics; result of virtual reality is at top of others. All performed model are statistically significant (P=0.000) and results can be applied at all population. Conclusion: Through this research, we contribute to medical students learning methodologies. In medical studies, both theoretical and practical expertise has a vital role, while repetition of hands-on practice can improve young doctors’ professional competency. Virtual reality was found best for medical students in both learning motivation and learning competency. Medical students and educationist may select virtual reality as new learning methodology for curriculum learning. doi: https://doi.org/10.12669/pjms.35.3.44 How to cite this:Sattar MU, Palaniappan S, Lokman A, Hassan A, Shah N, Riaz Z. Effects of Virtual Reality training on medical students’ learning motivation and competency. Pak J Med Sci. 2019;35(3):---------. doi: https://doi.org/10.12669/pjms.35.3.44 This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/3.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.


2020 ◽  
Vol 145 ◽  
pp. 01001
Author(s):  
Xianzhi Tu ◽  
Jue Xin ◽  
Rong Zhang

Since the teaching in colleges and universities is divided into disciplines according to knowledge fields, so there is distinct boundary between disciplines in actual teaching, which leads to the lack of interdisciplinary thinking and cross-professional knowledge of students, and it also becomes difficult for colleges and universities to cultivate talents. The development of the new era places new demands on higher education. The construction of new liberal arts and new agricultural sciences requires innovative research on interdisciplinary research methods, talent training models, and research and development of the teaching content. VR virtual reality technology is used to carry out interdisciplinary research on animation teaching and agricultural microbiology teaching, and develop new curriculum, which can effectively enhance the effectiveness of teaching in various disciplines, and open up new teaching content and research ideas for animation and agricultural microbiology courses. Virtual reality technology and digital animation art provide an interactive and immersive teaching experience for the teaching and research of agricultural microbiology, and also inspire new ideas for teaching and research of new agricultural sciences. The content of agricultural microbiology provides research content for the creation of animation arts and expands the space for technology research and development. This article will discuss from the perspective of research background and research analysis, promote the development of interdisciplinary research in higher education, and also explore the research model of interdisciplinary curriculum development.


Author(s):  
Yuanyuan Ji

With the rapid development of Internet technology, in consequence of the outbreak of COVID-19, colleges and universities have postponed the start of term, in order to protect the life safety of teachers and students. However, to avoid affecting students’ academic studies, colleges and universities have taken various virtual reality technologies to implement personalized online teaching on students. However, there are still some problems in actual teaching, such as the monotonous teaching mode of animation course, which results in students’ lack of practical animation operation ability; the lectures lay too much emphasis on the textbook content and the pedagogical knowledge in animation is not updated, etc. In our study, we will combine Animation Teaching mode with the educational concept of STEAM, and designs a teaching mode oriented to students’ needs. This teaching mode include five parts: analysis of students’ needs, analysis of learning goals, selection of learning strategies, design of learning activities and design of learning evaluation. At the same time, based on the American Customer Satisfaction Index (ACSI) Model, our study will also investigate student satisfaction from four dimensions: student expectations, students’ perceived quality, students’ perceived value and student loyalty, with a view to measure the effectiveness of this teaching model. Through the teaching practice, it is found that this teaching mode can significantly promote students’ grades and motivate their enthusiasm for learning. The students’ autonomic learning and mastery of professional knowledge are significantly superior to those of traditional multimedia teaching method. The proposed teaching mode offers an objective reference for the application of virtual reality technology in teaching.


2020 ◽  
Author(s):  
Yuming Tian ◽  
Haoluo Fu ◽  
Jiawei Liu ◽  
Le Wang ◽  
Xiaoji Xu

<p>Providing access to up-to-date and expensive instruments for a large classroom is challenging for courses of analytical chemistry and physical chemistry, where knowledge on analytical methods or demonstration of phenomena is associated with a specialized instrument. In this technology report, we present our solution to this challenge: a virtual reality (VR) chemical educational tool that provides <i>in situ</i> user experience on research equipment to a large classroom. The VR educational tool consists of a VR camera in the laboratory attached to a teaching assistant who performs the experiment and many virtual reality playing devices in a classroom watched by students. The experience of experimenting is shared with the students in the classroom. Moreover, the VR educational tool can also provide an immersive experience on laboratory demonstrations to the general audience for outreach, without the constraint from safety concerns. Further utilization of the VR educational tool is expected to remove the barrier between the lecture room and the laboratory and enable new pedagogical methods for lectures in STEM education.</p>


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