Effect of self‐learning media based on 360° Virtual Reality for learning periodontal instrument skills

Author(s):  
Na‐Yeoun Tak ◽  
Hee‐Jung Lim ◽  
Do‐Sun Lim ◽  
Young‐Sun Hwang ◽  
Im‐Hee Jung
Author(s):  
Hui Sun

With the popular spread of electronic products, more and more related applications based on a virtual platform are being utilized. Meanwhile, more and more concerns are surfacing about the implementation of the functionality of virtual reality technology in the education or training field. The paper gives a specific example to propose the characteristics of a gaming education application based on Shiva 3D game engine. The implementation of this kind of application indicates that virtual reality technology of video games can be used in self-learning in education and training and can have significant results.


2017 ◽  
Vol 10 (5) ◽  
pp. 25-32 ◽  
Author(s):  
Guoyu Sun ◽  
◽  
Wenjuan Chen ◽  
Haiyan Li ◽  
Qingjie Sun ◽  
...  

2018 ◽  
Vol 2018 (1) ◽  
pp. 35-48
Author(s):  
Jonathan Harth

The digitally generated worlds of the virtual are not antagonistic to the usual reality, but increasingly develop into homologous alternatives within ordinary reality. The use of technopractices such as virtual reality and communication with algorithm-based virtual entities, which are more and more turning into a (proto-)social element of our society, not only makes the contingency of our world apparent, but also allows us to observe the reflexivity of our own observation of this contingency. Hence, acting and experiencing in virtual worlds and with virtual communication partners does not necessarily imply a loss of reality, but on the contrary, it may bring us multifarious enrichments of reality. However, the cultural process of digitalization also brings in its wake a new narcissistic insult to mankind: Reflected by self-learning machines that reproduce human intelligence to an unimagined degree, we painfully learn that the human self is always merely socially formatted and can operate only within the confines, and by the standards, of habituation and socialization


2021 ◽  
Vol 11 (1) ◽  
pp. 6025-6034
Author(s):  
V. Alagammai Nachiappan ◽  
Raj esh ◽  
Rajalakshmi Devaraj

Telemedicine was an existing field, but the current situation its becoming a more important necessity in the health care industry.my major aim is To increase the reliability of the online diagnosis using IoT and virtual Reality for the future with help of advanced technologies. Bridge between the patients and doctors. Patients may have wearable devices with AR glass, the measured data will be send to the raspberry pi based router device which is having the Node Red Software for connecting N- no of patients easily and also control the devices remotely based on the self-learning algorithms. All the information can be classified based on type of diseases and classified based on artificial neural network-based algorithms, the information is passed to doctors. Doctor may also have device with wearable Glass, with patient information and details will be displayed on the AR glass. So, we can connect N- of Patients and N- doctors with this technology also sharing the information through the cloud and IOT devices, which will help for the current trend and future technology for the society.


2004 ◽  
Vol 63 (3) ◽  
pp. 143-149 ◽  
Author(s):  
Fred W. Mast ◽  
Charles M. Oman

The role of top-down processing on the horizontal-vertical line length illusion was examined by means of an ambiguous room with dual visual verticals. In one of the test conditions, the subjects were cued to one of the two verticals and were instructed to cognitively reassign the apparent vertical to the cued orientation. When they have mentally adjusted their perception, two lines in a plus sign configuration appeared and the subjects had to evaluate which line was longer. The results showed that the line length appeared longer when it was aligned with the direction of the vertical currently perceived by the subject. This study provides a demonstration that top-down processing influences lower level visual processing mechanisms. In another test condition, the subjects had all perceptual cues available and the influence was even stronger.


Swiss Surgery ◽  
2002 ◽  
Vol 8 (6) ◽  
pp. 250-254
Author(s):  
Vogelbach ◽  
Bogdan ◽  
Rosenthal ◽  
Pfefferkorn ◽  
Triponez

Fragestellung: Die dieser Untersuchung zugrunde liegende Frage war, ob das angewandte Ausbildungskonzept geeignet war, um am Beispiel der Einführung der laparoskopischen Cholezystektomie eine neue Operationsmethode in einer universitären Ausbildungsklinik mit einer grossen Anzahl Chirurgen zu etablieren. Patienten und Methodik: Seit Einführung der ersten laparoskopischen Cholezystektomie wurden alle Cholezystektomien während zwei Jahren (Mai 1990 bis Mai 1992) prospektiv erfasst. Ein Ausbildungskonzept wurde gewählt, bei dem jeweils ein Operateur durch einen Tutor geschult wurde und so 15 konsekutive Eingriffe durchführte, um dann die Technik einem weiteren auszubildenden Chirurgen zu instruieren. Resultate: In zwei Jahren wurden 355 Patienten cholezystektomiert. 60% der Operationen wurden laparoskopisch durchgeführt oder begonnen. 40% der Operationen wurden offen durchgeführt. In den ersten zwei Jahren konnten 13 Operateure (durchschnittlich 16 Operationen / Operateur , range 1 - 60) in die neue Technik eingeführt werden. Es traten keine schweren Komplikationen, insbesondere keine Gallenwegsverletzungen in dieser Einführungsphase auf. Diskussion: In der Literatur wird dieses Vorgehen bei der Einführungsphase seit 1992 wiederholt vorgestellt, diskutiert und empfohlen. Zwischenzeitlich gibt es Richtlinien von Fachgesellschaften und nationalen Institutionen, welche die Ausbildung zur Ausführung neuer chirurgischer Techniken reglementieren. In den letzten Jahren verlagern sich die ersten Ausbildungsschritte in Richtung Trainingskurse an skill-stations und virtual reality Trainer. Schlussfolgerung: Das beschriebene Ausbildungskonzept bewährte sich in der Einführungsphase der laparoskopischen Cholezystektomie zu Beginn der 90er-Jahre.


Dreaming ◽  
2018 ◽  
Vol 28 (3) ◽  
pp. 205-224 ◽  
Author(s):  
Patrick McNamara ◽  
Kendra Holt Moore ◽  
Yiannis Papelis ◽  
Saikou Diallo ◽  
Wesley J. Wildman
Keyword(s):  

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