scholarly journals Research on Virtual Reality Interactive Teaching under the Environment of Big Data

2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Ziyan Yin ◽  
Sang-Bing Tsai

After decades of progress in virtual reality, the key technologies among them have reached the foundation to support the development of the virtual reality industry. Immersive virtual reality classroom is a bold attempt to combine present-day information science and technology with innovative teaching concepts, which inherits the characteristics of existing online education such as short and compact, large-scale, and free and open. Combined with immersive virtual reality technology, virtual reality classrooms will present strong. The virtual reality classroom will present a strong sense of immersion, interactivity, and conceptualization. This paper elaborates on the development history of virtual reality and its future development direction from the technical perspective and educational perspective, respectively. Taking Civic Science course as an example, after analyzing the feasibility and development significance of immersive virtual reality interactive teaching classroom in detail, the design scheme of immersive virtual reality classroom is proposed, the characteristics and advantages of virtual immersive virtual reality classroom are discussed, and the application of immersive virtual reality technology to classroom teaching is explored. Combined with the constructed virtual reality classroom, the testing, analysis, and evaluation work should be completed and corresponding improvements should be made to better meet the personalized learning needs of learners.

2020 ◽  
Author(s):  
Paola Araiza-Alba ◽  
Therese Keane ◽  
Jennifer L Beaudry ◽  
Jordy Kaufman

In recent years, immersive virtual reality technology (IVR) has seen a substantial improvement in its quality, affordability, and ability to simulate the real world. Virtual reality in psychology can be used for three basic purposes: immersion, simulation, and a combination of both. While the psychological implementations of IVR have been predominately used with adults, this review seeks to update our knowledge about the uses and effectiveness of IVR with children. Specifically, its use as a tool for pain distraction, neuropsychological assessment, and skills training. Results showed that IVR is a useful tool when it is used either for immersive or simulative purposes (e.g., pain distraction, neuropsychological assessment), but when its use requires both simulation (of the real world) and immersion (e.g., a vivid environment), it is trickier to implement effectively.


2020 ◽  
Vol Volume 13 ◽  
pp. 1129-1138
Author(s):  
Floriane Rousseaux ◽  
Aminata Bicego ◽  
Didier Ledoux ◽  
Paul Massion ◽  
Anne-Sophie Nyssen ◽  
...  

2014 ◽  
Vol 687-691 ◽  
pp. 2391-2394
Author(s):  
Yun Peng Duan ◽  
Hai Tao Fu ◽  
Li Zhu

Virtual reality (VR) is a hot spot of technology at home and abroad in recent years, is an integrated and information science. Is with the aid of computer technology and the hardware equipment, the realization of a kind of people can be felt by touch the olfactory audio-visual means virtual dreamland. The technology has been used in industry, commerce, education, medical, military, entertainment and so on various areas to work, this article mainly from the aspects of agriculture, introduced virtual agriculture, virtual plants, and virtual technology application in agriculture.


2019 ◽  
Vol 7 (1) ◽  
pp. 55-70
Author(s):  
Moh. Zikky ◽  
M. Jainal Arifin ◽  
Kholid Fathoni ◽  
Agus Zainal Arifin

High-Performance Computer (HPC) is computer systems that are built to be able to solve computational loads. HPC can provide a high-performance technology and short the computing processes timing. This technology was often used in large-scale industries and several activities that require high-level computing, such as rendering virtual reality technology. In this research, we provide Tawaf’s Virtual Reality with 1000 of Pilgrims and realistic surroundings of Masjidil-Haram as the interactive and immersive simulation technology by imitating them with 3D models. Thus, the main purpose of this study is to calculate and to understand the processing time of its Virtual Reality with the implementation of tawaf activities using various platforms; such as computer and Android smartphone. The results showed that the outer-line or outer rotation of Kaa’bah mostly consumes minimum times although he must pass the longer distance than the closer one.  It happened because the agent with the closer area to Kaabah is facing the crowded peoples. It means an obstacle has the more impact than the distances in this case.


2020 ◽  
Vol 20 (2) ◽  
Author(s):  
Paola Araiza ◽  
Therese Keane ◽  
Jennifer L. Beaudry ◽  
Jordy Kaufman

In recent years, immersive virtual reality technology (IVR) has seen a substantial improvement in its quality, affordability, and ability to simulate the real world. Virtual reality in psychology can be used for three basic purposes: immersion, simulation, and a combination of both. While the psychological implementations of IVR have been predominately used with adults, this review seeks to update our knowledge about the uses and effectiveness of IVR with children. Specifically, its use as a tool for pain distraction, neuropsychological assessment, and skills training. Results showed that IVR is a useful tool when it is used either for immersive or simulative purposes (e.g., pain distraction, neuropsychological assessment), but when its use requires both simulation (of the real world) and immersion (e.g., a vivid environment), it is trickier to implement effectively.


Author(s):  
Liang Sun ◽  
Le Feng ◽  
Yiyun Zhang ◽  
Xiang Ji ◽  
Han Wong ◽  
...  

Underground square, as a recreation and activity place for citizens, represents the underground space quality of a city, so its spatial experience is of great significance. This research discussed the influence and effects of underground squares’ interface morphology on spatial experience. By field research of ten large-scale urban underground spaces, the basic elements and related numerical interval of underground squares’ interface morphology were summarized, and on basis of this, underground square virtual models with different interface morphology were built. Based on the platform of immersive virtual reality system (IVRS), combing the isovist method and the SD method, this paper made a quantitative analysis on the relevance between interface morphology and spatial experience, and the relevant compliance indicators of interface morphology were summarized. The experimental results show that the spatial experience is good at the interface density of 0.402 and interface opening’s aspect ratio of 2–3. This can provide reference and foundation for urban underground spatial design in future.


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