scholarly journals Virtual Reality Action Interactive Teaching Artificial Intelligence Education System

Complexity ◽  
2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Liangfu Jiang

Comprehensively improving the level of vocational education and teaching quality has become an important initiative to meet the new round of technological revolution and industrial change. The traditional teaching mode can no longer meet the needs of industries and enterprises for job competences, and all higher education institutions are actively thinking about how to carry out teaching reform. Virtual reality (VR) can effectively solve the above-mentioned drawbacks, but the hardware facilities of the existing VR systems are extremely expensive, making it impossible to popularize it in teaching. In this context, this paper is based on VR for the design of an interactive teaching platform. This paper discusses the key technologies of virtual reality, introduces the relevant theoretical foundation, and describes the current virtual reality devices with high popularity and their advantages and disadvantages for systematic analysis. From the perspective of teaching design, the design of human-computer interaction teaching process using VR technology to develop learning scenes is studied, introducing 3D modeling techniques, model construction, the production of picture and text panels, the production of video materials, and the establishment of virtual tour guide 3D scenes. The principle of this paper is to build a 3D vision for building 3D views of educational needs to design high quality images and video animation using 3DMAX and unity 3D engines. Then, we introduce the use of VR glasses (entry-level), smart phones (android/ios), and Bluetooth wireless handle to build a simple interactive teaching platform; the platform is of low cost of construction and student coverage, to solve the teaching resources shortage, equipment conditions lagging behind, the curriculum content aging, teachers and students who cannot interact in real time, and a series of problems.

2012 ◽  
Vol 11 (3) ◽  
pp. 9-17 ◽  
Author(s):  
Sébastien Kuntz ◽  
Ján Cíger

A lot of professionals or hobbyists at home would like to create their own immersive virtual reality systems for cheap and taking little space. We offer two examples of such "home-made" systems using the cheapest hardware possible while maintaining a good level of immersion: the first system is based on a projector (VRKit-Wall) and cost around 1000$, while the second system is based on a head-mounted display (VRKit-HMD) and costs between 600� and 1000�. We also propose a standardization of those systems in order to enable simple application sharing. Finally, we describe a method to calibrate the stereoscopy of a NVIDIA 3D Vision system.


2019 ◽  
Vol 44 (3) ◽  
pp. 36-39
Author(s):  
Liang Zhang

To achieve the most intuitive display of interior design effect, the concept, characteristics, expression mode, application scope and basic types of virtual reality display design are expounded from the perspective of three dimension (3d) virtual reality technology, and the advantages and disadvantages of 3d modeling speed and panoramic visualization display are analyzed. The results show that through this research and practice, a series of 3d production techniques for interior design space, such as mapping technology, lighting technology, modeling technology, etc., are summarized. These technologies can effectively make use of ordinary computer to make and operate virtual reality and makes an exploratory attempt for the promotion of 3d technology in interior design industry in the future. In this study, it provides a design fulcrum for the development of indoor furniture display under the new economic conditions, which is of great practical significance for the healthy and sustainable development of interior design industry.


2020 ◽  
Vol 2020 ◽  
pp. 1-9
Author(s):  
Weijie Chen ◽  
Xiaoxi Liu ◽  
Lei Qiao ◽  
Jian Wang ◽  
Yanheng Zhao

The traditional classroom has been impacted by the digital teaching resources. Students are no longer satisfied with the traditional teaching mode of teacher teaching and student learning. Combined with the characteristics of a virtual reality-interactive classroom, the design of a virtual reality-interactive classroom based on the deep learning algorithm is proposed. This paper divides the teaching activities of the VR-interactive classroom into two parts: in-class learning activities and after-class learning activities. The software is used to design the interactive test. The emphasis and difficulty in the virtual reality-interactive classroom are taken as the development object to realize the construction of the virtual reality-interactive classroom. The simulation results show that the statistical output of teaching quality evaluation can be obtained from the quantitative regression analysis of the factors involved in VR classroom participation.


2019 ◽  
Vol 25 ◽  
pp. 02003 ◽  
Author(s):  
Qinglian Yu ◽  
Tao Qi

Online teaching platform is a teaching method that advocates the guidance of teachers and focuses on students. The traditional teaching mode can't meet the education mode in the information age, the position and function of teaching platform and teaching resources in the teaching activities of teachers and students are becoming more and more obvious. Based on the management platform of the website group, this paper builds a online teaching platform conforming to the teaching characteristics of medical colleges, aiming at completing the intellectualization of the teaching platform and effectiveness of the design of teaching resources, stimulating students' enthusiasm for learning and improving teachers' teaching quality.


Healthcare ◽  
2021 ◽  
Vol 9 (6) ◽  
pp. 656
Author(s):  
Vladimir Bulatnikov ◽  
Cristinel Petrişor Constantin

This paper aims at finding the most dominant ideas about the marketing of healthcare systems highlighted in the mainstream literature, with a focus on Russia and Romania. To reach this goal, a systematic analysis of literature was conducted and various competitive advantages and disadvantages of the medical models that require special attention from the governments are considered. In this respect we examined 106 papers published during 2006 to 2020 found on four scientific databases. They were selected using inclusion and exclusion criteria according to PRISMA methodology. The main findings of the research consist of the opportunity to use marketing tools in order to improve the quality of healthcare systems in the named countries. Thus, using market orientation, the managers of healthcare systems could stimulate the innovation, the efficiency of funds allocation and the quality of medical services. The results will lead to a better quality of population life and to an increasing of life expectancy. As this paper reviews some articles from Russian literature, it can add a new perspective to the topic. These outcomes have implications for government, business environment, and academia, which should cooperate in order to develop the healthcare system using marketing strategies.


Author(s):  
Nicolás González Romo ◽  
Franco Ravera Zunino

AbstractVirtual reality (VR) has increasingly been implemented in neurosurgical practice. A patient with an unruptured anterior communicating artery (AcoA) aneurysm was referred to our institution. Imaging data from computed tomography angiography (CTA) was used to create a patient specific 3D model of vascular and skull base anatomy, and then processed to a VR compatible environment. Minimally invasive approaches (mini-pterional, supraorbital and mini-orbitozygomatic) were simulated and assessed for adequate vascular exposure in VR. Using an eyebrow approach, a mini-orbitozygomatic approach was performed, with clip exclusion of the aneurysm from the circulation. The step-by-step process of VR planning is outlined, and the advantages and disadvantages for the neurosurgeon of this technology are reviewed.


Crystals ◽  
2021 ◽  
Vol 11 (8) ◽  
pp. 887
Author(s):  
Chunhua Feng ◽  
Buwen Cui ◽  
Haidong Ge ◽  
Yihong Huang ◽  
Wenyan Zhang ◽  
...  

Recycled aggregate is aggregate prepared from construction waste. With the development of a global economy and people’s attention to sustainable development, recycled aggregate has shown advantages in replacing natural aggregate in the production of concrete due to its environmental friendliness, low energy consumption, and low cost. Recycled aggregate exhibits high water absorption and a multi-interface transition zone, which limits its application scope. Researchers have used various methods to improve the properties of recycled aggregate, such as microbially induced calcium carbonate precipitation (MICP) technology. In this paper, the results of recent studies on the reinforcement of recycled aggregate by MICP technology are synthesized, and the factors affecting the strengthening effect of recycled aggregate are reviewed. Moreover, the strengthening mechanism, advantages and disadvantages of MICP technology are summarized. After the modified treatment, the aggregate performance is significantly improved. Regardless of whether the aggregate was used in mortar or concrete, the mechanical properties of the specimens were clearly improved. However, there are some issues regarding the application of MICP technology, such as the use of an expensive culture medium, a long modification cycle, and untargeted mineralization deposition. These difficulties need to be overcome in the future for the industrialization of regenerated aggregate materials via MICP technology.


i-com ◽  
2020 ◽  
Vol 19 (2) ◽  
pp. 67-85
Author(s):  
Matthias Weise ◽  
Raphael Zender ◽  
Ulrike Lucke

AbstractThe selection and manipulation of objects in Virtual Reality face application developers with a substantial challenge as they need to ensure a seamless interaction in three-dimensional space. Assessing the advantages and disadvantages of selection and manipulation techniques in specific scenarios and regarding usability and user experience is a mandatory task to find suitable forms of interaction. In this article, we take a look at the most common issues arising in the interaction with objects in VR. We present a taxonomy allowing the classification of techniques regarding multiple dimensions. The issues are then associated with these dimensions. Furthermore, we analyze the results of a study comparing multiple selection techniques and present a tool allowing developers of VR applications to search for appropriate selection and manipulation techniques and to get scenario dependent suggestions based on the data of the executed study.


Author(s):  
Wilver Auccahuasi ◽  
Mónica Diaz ◽  
Fernando Sernaque ◽  
Edward Flores ◽  
Justiniano Aybar ◽  
...  

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