scholarly journals Application of VR in the Experimental Teaching of Animation Art

2021 ◽  
Vol 2021 ◽  
pp. 1-7
Author(s):  
Xi Deng ◽  
Jieqing Lei ◽  
Mobai Chen

As computer technology advanced, VR has emerged. It is a virtual environment based on high-tech computer technology that can bring people a sense of reality and sensory experience. Through specific devices or equipment, it uses unique means to interact and communicate with the target object in the virtual environment, so that the professor can get a sense of reality and immersive experience. In order to increase students’ interest in teaching content, and at the same time to develop the education industry to achieve technology, this article combines virtual reality technology with experimental teaching. The paper discusses the use of VR in animation art experimental teaching and plans to provide thoughts and instructions about the fresh way in animation experimental teaching. This paper proposes the application research methods of VR in animation experiment teaching, including literature research method, expert interview method, questionnaire survey method, VR animation art teaching based on image method, and VR animation teaching evaluation clustering algorithm, which is used for conducting research experiments on the utilization of VR in animation art experimental learning. The experimental results in this article show that 96.25% of students like animation art VR experimental teaching system, which is helpful to the development of the teaching work.

2021 ◽  
Vol 275 ◽  
pp. 03011
Author(s):  
Yuanyuan Tan ◽  
Ying Li

Based on the practice of law, the modern technology of electronic computer means and the practice that can be accepted by everyone who has been processed by electronic means have been obtained by the scientific and technological means that are now widely popular in the education field. Since its inception, in education A huge butterfly effect has been produced in the world, which has changed the thoughts, means and methods inherent in human practice in the past, making the practice of law more convenient, faster, visualized and foreseeable. The purpose of this article is to study the application of computer technology in legal practice. This article uses literature method, questionnaire survey method, expert interview method, field investigation method and other research methods, taking the application research of computer technology in the practice of law science as the research object, and conducts research on the application status and main problems of law practice courses in a university in this province. According to the survey and analysis, 28% of the students believe that their practical ability has been significantly improved after legal practice based on computer technology, master basic legal theory knowledge, and train themselves to use legal theory to analyze and solve individual legal cases. Ability, 42% of students believe that their transaction processing ability has improved to a certain extent compared to before.


2003 ◽  
Vol 02 (02) ◽  
pp. 229-246 ◽  
Author(s):  
T. KESAVADAS ◽  
M. ERNZER

This paper describes an interactive virtual environment for modeling and designing factories and shop floors. The factory building tool is developed as an open architecture in which various modules can be utilized to quickly implement factory design algorithms ranging from plant layout to factory flow analysis. Software modules and utilities have been implemented to allow easy set-up of the visual interface. In this paper, this virtual factory is used to implement cellular manufacturing (CM) system. CM has traditionally been a very complicated system to implement in practice. However successful implementation of the system has improved productivity immersely. Several issues involved in implementing CM within our virtual factory machine modeling and interface designs for defining the cells, are discussed. The mathematical clustering algorithm called Modified Boolean Method was implemented to automatically generate complex virtual environments. The virtual factory makes the process of CM-based factory design a very easy and intuitive process. Though the cell formation problem is NP-complete in 2D space, issues related to human factors and ergonomics can be better perceived in a 3D virtual environment. It also leads to further optimization with respect to maintainability and performance, and thus help get better solutions, which are not visible unless the factory is built. Our virtual factory interface also allows easy reassignment of machines and parts, subcontracting of bottleneck parts and rearranging of machines within the same design environment, making this a productive industrial tool. 3D virtual factory can also be automatically generated from the Part Machine interface called the Virtual Matrix Interface.


2014 ◽  
Vol 611 ◽  
pp. 325-331
Author(s):  
Ľubica Miková ◽  
Michal Kelemen ◽  
Vladislav Maxim ◽  
Jaromír Jezný

In current practice the use of mathematical models is substantially widespread, reason being the recent increase in development of programs for this purpose, with the option of model simulation in a virtual environment, proportional to the evolving computer technology. The article contains a mathematical model created using Matlab program. The simulation results are compared with scientific literature that addresses DC motors and evaluated. For simplicity, a graphical interface was created.


Baltic Region ◽  
2021 ◽  
Vol 13 (3) ◽  
pp. 149-167
Author(s):  
Boris B. Podgorny

Since 2019, the Kaliningrad Region has run a regional programme for digital transformation as part of the national initiative The Digital Economy of the Russian Federation. The programme seeks to improve the quality of life by creating information infrastructure and streamlining public administration. The regional Ministry of Digital Development has presented a report on programme implementation, which placed emphasis on economic performance. The study employed the questionnaire survey method to carry out a sociological analysis of the regional population as a participant in digital transformation. Quota sampling was used to select 384 respondents. Slightly over a half of the population had a positive attitude to digitalisation, and about 20 per cent believed that the digital economy led to the degradation of society. The development of a high-tech economy was named the main advantage of digitalisation and proliferation of digital surveillance, its distinct disadvantage. Kaliningraders reported heavy use of digital technology. Yet, the low indices of digital literacy and personal information protection raise concerns. The findings, which supplement the regional digitalisation report with sociological data, may help in planning and delivering activities within the regional digital transformation programme.


2017 ◽  
Vol 2 (1) ◽  
pp. 245
Author(s):  
Roli Martin

The rapid development of information technology and telecommunications companies to encourage dynamic can innovate and create high-tech products. One of emerging technology is currently the technology of fiber optic networks. Where using� a fiber optic network so speed in accessing the internet could be faster and more stable. With some excess owned, fiber optic network also has some disadvantages. Some disadvantages include fiber optic network cables that easily break up and also the cost of expensive treatments. Because of this technology using a cable, then the terms of the program become obstacles for companies to be able to build the network on potential areas to be consumers or customers. With the limitations of the company engaged in is required to be able to market its products in order to make the network already built can be sold to the maximum. This research aims to analyze the influence of integrated marketing on customer loyalty and brand image as an intervening variable. This research was conducted in the city of Semarang with the population in this research is the whole industry customers telecommunication in Semarang city. Data obtained using a descriptive survey method that is explanatory by the number of respondents by as much as 90. Retrieval technique of sampling the sampling method using accidental. Results of the study indicate that Integrated Marketing Communication positive and significant effect against the Brand Image that implicates against loyalty. The results of this research also show going mediation by variable Brand Image so that the higher the Brand Image of a company they will make increasingly loyal customers. Loyalty or Loyalty can also be optimized through public relation activities and sales promotion are getting upgraded.Keywords : Integrated Marketing Communication, Brand Image, Loyalty


Author(s):  
N. Kirichenko

The relevance of the study of this problem is that information and computer technologies contribute to the development of digital society, based on the development of human resources that are intellectual capital.  Information and computer technology affect the development of machines that replaced people and gave rise to "technological unemployment."  The purpose of the study is to show how the information revolution of the twenty-first century contributes to the reduction of labor as a result of progressive robotization.  The technologies that are used today to replace people are different; the need for human resources is reduced thanks to robots, computers and other high-tech gadgets.  Methods of theoretical analysis - deduction and induction, historical and logical, comparative and structural-genetic analysis, information method, which contribute to the insight into the essence of the phenomenon under study as a complex phenomenon and dynamic process.  Results: It has been proven that, thanks to various well-known developments in information-computer technologies and robotics, many experts believe that society is at an early stage of the new industrial (post-industrial) revolution, which in the future can change the way people live and work just like  200 years ago made a steam engine.  Technological unemployment is one of the main reasons for the increase in the overall unemployment rate in Western countries over the past 30 years.  Although to some extent this is due to the demographic revolution and the changing structure of the economy in many countries, the development of information and computer technologies, as well as other types of automation and the Internet have played a significant role, especially since 2000.  Findings.  We have shown that many jobs with cheap labor can disappear, because the digital society focuses on the development of human (intellectual) resources.  The world is turning into a digital society and the world is ruled by a figure based on intelligence, intelligence, algorithms, digitalization.  The digital society consists of a set of algorithms that are controlled by information and computer technologies that penetrate digital management, which is based on intellectual-rational force represented by human resources.  It is human resources that develop robotics, artificial intelligence, computerization, mechanization, robotization, which are based on robotics, artificial intelligence.  These varieties of digital society will accelerate the potential for long-term productivity gains through intellectualization.  Practical recommendations - to develop a small business that rests on the network of intelligent platforms, in connection with which to create jobs on the Internet and create new types of employment.


The paper examines the impact of resource- based capability and competitive strategy on the performance of hightech new ventures in Kerala. The resource-based capability was analyzed using the variables managerial capability, technical capability, marketing capability and input sourcing capability of the firm. Competitive strategy was measured by looking into cost strategy, quality strategy, innovation strategy, and customization strategy adopted by the firm. A descriptive research was undertaken to analyze the performance of the ventures. A survey method was administered to collect data from 83 high- tech startups in Kerala. Independent sample t-test, Multiple regression and Cluster analysis were used to arrive at a conclusion. The findings indicate that both resource- based capability and competitive strategy influences the performance of a venture. It was found that the entrepreneurs of profitable ventures exhibit better managerial capability. The results of the cluster analysis show that the entrepreneurs with high performance indicators are customer centric. The innovation strategy and marketing capability adopted by the firm has an impact on the venture performance. The findings suggest that sales, profitability and financial position can be predicted to an extend by the resourcebased capability and competitive strategy adopted by the venture. The research work can be used by emerging entrepreneurs, policymakers and incubation managers to develop a framework to improve the performance of startups.


2021 ◽  
Vol 2 ◽  
Author(s):  
Lauren Buck ◽  
Richard Paris ◽  
Bobby Bodenheimer

Spatial perception in immersive virtual environments, particularly regarding distance perception, is a well-studied topic in virtual reality literature. Distance compression, or the underestimation of distances, is and has been historically prevalent in all virtual reality systems. The problem of distance compression still remains open, but recent advancements have shown that as systems have developed, the level of distance compression has decreased. Here, we add evidence to this trend by beginning the assessment of distance compression in the HTC Vive Pro. To our knowledge, there are no archival results that report any findings about distance compression in this system. Using a familiar paradigm for studying distance compression in virtual reality hardware, we asked users to blind walk to a target object placed in a virtual environment and assessed their judgments based on those distances. We find that distance compression in the HTC Vive Pro mirrors that of the HTC Vive. Our results are not particularly surprising, considering the nature of the differences between the two systems, but they lend credence to the finding that resolution does not affect distance compression. More extensive study should be performed to reinforce these results.


2020 ◽  
Vol 2020 (9) ◽  
pp. 288-1-288-8 ◽  
Author(s):  
Anjali K. Jogeshwar ◽  
Gabriel J. Diaz ◽  
Susan P. Farnand ◽  
Jeff B. Pelz

Eye tracking is used by psychologists, neurologists, vision researchers, and many others to understand the nuances of the human visual system, and to provide insight into a person’s allocation of attention across the visual environment. When tracking the gaze behavior of an observer immersed in a virtual environment displayed on a head-mounted display, estimated gaze direction is encoded as a three-dimensional vector extending from the estimated location of the eyes into the 3D virtual environment. Additional computation is required to detect the target object at which gaze was directed. These methods must be robust to calibration error or eye tracker noise, which may cause the gaze vector to miss the target object and hit an incorrect object at a different distance. Thus, the straightforward solution involving a single vector-to-object collision could be inaccurate in indicating object gaze. More involved metrics that rely upon an estimation of the angular distance from the ray to the center of the object must account for an object’s angular size based on distance, or irregularly shaped edges - information that is not made readily available by popular game engines (e.g. Unity© /Unreal© ) or rendering pipelines (OpenGL). The approach presented here avoids this limitation by projecting many rays distributed across an angular space that is centered upon the estimated gaze direction.


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