scholarly journals Design and Implementation of English Listening Teaching Based on a Wireless Communication Microprocessor and Virtual Environment

2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Li Liu

This paper presents an in-depth analysis and research on teaching English listening through a wireless communication microprocessor combined with a virtual environment and designs and implements an English listening teaching experiment. Based on an in-depth understanding of wireless communication algorithms, this thesis extends the instruction set based on the general-purpose compact instruction set computer architecture (RISC) for common operations in wireless communication algorithms, adding new instructions such as multiplication and addition and bit inversion. The microprocessor has an increase in the number of execution clocks for wireless algorithm processing. The processor is extended with an interrupt interface to facilitate information interaction between the processor and the external environment to achieve coordinated work between the processor and the accelerator and to further enhance the speed of digital signal processing through the introduction of the accelerator. An overview and comparison of the status of domestic and foreign research are presented in the vein of VR teaching and the overall development of English teaching. Then, the problems and hypotheses to be explored in this study are presented, and several types of research methods used to explore the solutions to the problems are introduced. The results of the two classroom formats were compared, and specific performance data were obtained. The analysis of the results showed that the students in the VR scenario teaching group made greater progress in vocabulary judgments, complementary dialogues, and Chinese to English translation, with a 43% merit rate and a 100% pass rate in English for the whole group. The real-life scenarios created through VR technology greatly increased students’ interest in learning and significantly improved the effectiveness of classroom teaching. The development trend of education informatization is towards virtualization and intelligence, and the application of VR to the process of education teaching is of great significance to promote the modernization of secondary education informatization.

2008 ◽  
Vol 2008 ◽  
pp. 1-9 ◽  
Author(s):  
Peter Quax ◽  
Jeroen Dierckx ◽  
Bart Cornelissen ◽  
Wim Lamotte

The explosive growth of the number of applications based on networked virtual environment technology, both games and virtual communities, shows that these types of applications have become commonplace in a short period of time. However, from a research point of view, the inherent weaknesses in their architectures are quickly exposed. The Architecture for Large-Scale Virtual Interactive Communities (ALVICs) was originally developed to serve as a generic framework to deploy networked virtual environment applications on the Internet. While it has been shown to effectively scale to the numbers originally put forward, our findings have shown that, on a real-life network, such as the Internet, several drawbacks will not be overcome in the near future. It is, therefore, that we have recently started with the development of ALVIC-NG, which, while incorporating the findings from our previous research, makes several improvements on the original version, making it suitable for deployment on the Internet as it exists today.


2016 ◽  
Vol 13 (122) ◽  
pp. 20160414 ◽  
Author(s):  
Mehdi Moussaïd ◽  
Mubbasir Kapadia ◽  
Tyler Thrash ◽  
Robert W. Sumner ◽  
Markus Gross ◽  
...  

Understanding the collective dynamics of crowd movements during stressful emergency situations is central to reducing the risk of deadly crowd disasters. Yet, their systematic experimental study remains a challenging open problem due to ethical and methodological constraints. In this paper, we demonstrate the viability of shared three-dimensional virtual environments as an experimental platform for conducting crowd experiments with real people. In particular, we show that crowds of real human subjects moving and interacting in an immersive three-dimensional virtual environment exhibit typical patterns of real crowds as observed in real-life crowded situations. These include the manifestation of social conventions and the emergence of self-organized patterns during egress scenarios. High-stress evacuation experiments conducted in this virtual environment reveal movements characterized by mass herding and dangerous overcrowding as they occur in crowd disasters. We describe the behavioural mechanisms at play under such extreme conditions and identify critical zones where overcrowding may occur. Furthermore, we show that herding spontaneously emerges from a density effect without the need to assume an increase of the individual tendency to imitate peers. Our experiments reveal the promise of immersive virtual environments as an ethical, cost-efficient, yet accurate platform for exploring crowd behaviour in high-risk situations with real human subjects.


2017 ◽  
Vol 1 (1) ◽  
pp. 25
Author(s):  
Syu'aib Nawawi

Science given by God to man through his brain an integral part of the values of divinity as essential sources of knowledge, is of God. Apart from the paradigm that reduces intuition and metaphysical things, al-Qur'an as unceasingly called for people to continue reviewing, researching, studying, thinking and examine all of the phenomena that exist, because nothing in this world that is created in vain. The motivation given, is nothing for man to know and realize the power of his mind in order to add to the faith in God. Fortunately models such as the way of thinking so that the characteristics of 2013. The curriculum is a danger that a scientific approach that uses the methods of scientific thinking stands by itself without any control limit values contained wise in religion (Islam). Make learning Islamic education students based on a logical approach to improve critical thinking and motivation of achievement in SMK and SMK Bhakti We Raden Patah Mojosari be an interesting learning model and help teachers to improve learning effectiveness. This study used a qualitative approach through case studies. Researchers conducted this study to determine "how" (how) Implementation of Islamic religious education teaching third grade students based on a logical approach to improve critical thinking and motivation of achievement in SMK and SMK Bhakti We Mojosari Raden Patah. This study tends toward descriptive because its purpose is to describe and analyze the data obtained in depth with the hope to find out in detail the implementation of Islamic religious education third grade student learning based on a logical approach to improve critical thinking and motivation of achievement at SMK We Bhakti and vocational Raden Patah Mojosari. From in-depth analysis can be summarized as follows: 1) We approach learning in SMK and SMK Bhakti Raden Patah Mojosari logical approach emphasizes the processes and skills in accordance with the learning materials. materials adapted to the level of development of learners learn. 2) Implementation of the learning curriculum implemented in 2013 at SMK and SMK Bhakti We Raden Patah Mojosari using a scientific approach. The learning process touches three domains, namely the attitude, knowledge and skills. 3) Questions or both written and oral evaluation of teaching is based on a logical approach to improve critical thinking and motivation of achievement in SMK and SMK Bhakti We Raden Patah Mojosari good and inspire learners to give a good answer and true anyway. 4) Study of Islamic education is based on a logical approach becomes more meaningful and real. This means that students are required to be able to capture the relationship between the experience of learning in school to real life. However, in this context, of course, teachers need extra attention and guidance to students so that learning objectives in accordance with what was originally applied


Author(s):  
Jiuguang Feng ◽  
Liyan Song

Second Life (SL) is a multiuser virtual environment (MUVE) that can be used to enhance students’ learning. It is a virtual environment constructed by SL residents, where students can engage in collaborative learning with other SL residents. In the field of education, SL has been used as a professional tool, a synchronous online system, a virtual environment mimicking real life, a platform for role-playing, a communication tool between teachers and students. This chapter focuses on education-oriented research activities conducted in SL. The authors explain and analyze SL usage in higher education, foreign language instruction as well as investigated its contribution to various learning paradigms, and suggested future research directions.


2009 ◽  
Vol 75 (9) ◽  
pp. 817-821 ◽  
Author(s):  
Gokulakkrishna Subhas ◽  
Stephen Yoo ◽  
Yeon-Jeen Chang ◽  
David Peiper ◽  
Mark J. Frikker ◽  
...  

The Southeast Michigan Center for Medical Education (SEMCME) is a consortium of teaching hospitals in the Greater Detroit metropolitan area. SEMCME pools its resources for several educational means, including mock oral board examinations. The educational and cost benefits to mock oral examinations on a multi-institutional basis in preparation for the American Board of Surgery (ABS) certifying examination were analyzed. Ten-year multi-institution data from the mock oral examinations were correlated with ABS certifying examination pass rates. Mock oral examination scores were available for 107 of 147 graduates, which included 12 candidates who failed their certifying examination on the first attempt (pass rate = 89%). Four of 31 examinees who had a low score (4.9 or less) in their mock oral exams failed their certifying examination in their first attempt. The cost of running the mock examination was low (approximately $35/resident for 50 residents). When graduates from the last 10 years were surveyed, the majority of respondents believed that the mock oral examination helped in their success and with their preparation for the certifying examination. Thus, the many benefits of administering the examination with the resources of a consortium of hospitals result in the accurate reproduction of real-life testing conditions with reasonable overall costs per resident.


2019 ◽  
Vol 4 (26) ◽  
pp. eaav3150 ◽  
Author(s):  
Miguel Lázaro-Gredilla ◽  
Dianhuan Lin ◽  
J. Swaroop Guntupalli ◽  
Dileep George

Humans can infer concepts from image pairs and apply those in the physical world in a completely different setting, enabling tasks like IKEA assembly from diagrams. If robots could represent and infer high-level concepts, then it would notably improve their ability to understand our intent and to transfer tasks between different environments. To that end, we introduce a computational framework that replicates aspects of human concept learning. Concepts are represented as programs on a computer architecture consisting of a visual perception system, working memory, and action controller. The instruction set of this cognitive computer has commands for parsing a visual scene, directing gaze and attention, imagining new objects, manipulating the contents of a visual working memory, and controlling arm movement. Inferring a concept corresponds to inducing a program that can transform the input to the output. Some concepts require the use of imagination and recursion. Previously learned concepts simplify the learning of subsequent, more elaborate concepts and create a hierarchy of abstractions. We demonstrate how a robot can use these abstractions to interpret novel concepts presented to it as schematic images and then apply those concepts in very different situations. By bringing cognitive science ideas on mental imagery, perceptual symbols, embodied cognition, and deictic mechanisms into the realm of machine learning, our work brings us closer to the goal of building robots that have interpretable representations and common sense.


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