scholarly journals Immersive Virtual Reality Teaching in Colleges and Universities Based on Vision Sensors

2022 ◽  
Vol 2022 ◽  
pp. 1-14
Author(s):  
Yufeng Liu ◽  
Tongsheng Liu ◽  
Qiaoyun Ma

With the progress of society and the development of economy, people pay more and more attention to education, and traditional teaching methods are gradually unable to meet the modern teaching system. As a leader in modern information technology, virtual reality technology has developed rapidly in recent years, and virtual reality technology has also been introduced into many fields, such as teaching. Based on the immersive and extended characteristics of virtual reality, this paper proposes a virtual reality active visual interaction method based on the visual sensor. Based on virtual teaching, after 3 months of learning, the average, standard deviation, and average standard error of the experimental group’s performance are higher than those of the control group. Compared with the control group, the experimental group’s performance has increased by 8.25%. The difference is statistically significant. Learning significance ( P < 0.05 ), immersive virtual reality teaching has played a significant role in the effect, which can greatly improve the cognitive experience of students and achieve a good learning experience and effect.

2017 ◽  
Author(s):  
Nicholas Gmeiner

This project aims to provide students with disabilities the same in class learning experience through virtual reality technology, 360-degree video capture, and the use of Arduino units. These technologies will be combined to facilitate communication between teachers in physical classrooms with students in virtual classrooms. The goal is to provide a person who is affected by a disability (which makes it hard to be in a traditional classroom) the same benefits of a safe and interactive learning environment.


Gerontology ◽  
2017 ◽  
Vol 63 (6) ◽  
pp. 590-598 ◽  
Author(s):  
Kim Dockx ◽  
Lisa Alcock ◽  
Esther Bekkers ◽  
Pieter Ginis ◽  
Miriam Reelick ◽  
...  

Background: Virtual reality (VR) technology is a relatively new rehabilitation tool that can deliver a combination of cognitive and motor training for fall prevention. The attitudes of older people to such training are currently unclear. Objective: This study aimed to investigate: (1) the attitudes of fall-prone older people towards fall prevention exercise with and without VR; (2) attitudinal changes after intervention with and without VR; and (3) user satisfaction following fall prevention exercise with and without VR. Methods: A total of 281 fall-prone older people were randomly assigned to an experimental group receiving treadmill training augmented by VR (TT+VR, n = 144) or a control group receiving treadmill training alone (TT, n = 137). Two questionnaires were used to measure (1) attitudes towards fall prevention exercise with and without VR (AQ); and (2) user satisfaction (USQ). AQ was evaluated at baseline and after intervention. USQ was measured after intervention only. Results: The AQ revealed that most participants had positive attitudes towards fall prevention exercise at baseline (82.2%) and after intervention (80.6%; p = 0.144). In contrast, only 53.6% were enthusiastic about fall prevention exercise with VR at baseline. These attitudes positively changed after intervention (83.1%; p < 0.001), and 99.2% indicated that they enjoyed TT+VR. Correlation analyses showed that postintervention attitudes were strongly related to user satisfaction (USQ: r = 0.503; p < 0.001). Conclusions: Older people's attitudes towards fall prevention exercise with VR were positively influenced by their experience. From the perspective of the user, VR is an attractive training mode, and thus improving service provision for older people is important.


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 ◽  
...  

Author(s):  
Beibei Xu ◽  
Suyi Xu ◽  
Christsam Joy S. Jaspe ◽  
Ying Xu

Introducing virtual reality technology into the chemistry teachers' workshops can motivate teachers immersion and participation in workshop, and promote the research effect of the workshops, which is beneficial the professional development of teachers. Based on the characteristic of chemistry subject, this paper focus on the scheme and effect of introduction virtual reality technology into teachers' workshop. A comparative experiment is used to discuss the practical effect of teachers' workshop. By designing a framework strategy, virtual reality technology is introduced in teachers' workshop, the experimental group (51) and the control group (58) was established for comparative study. Adopt the method of quantitative analysis to evaluate the quantitative and qualitative data of knowledge sharing. Particularly, by utilizing the Kappa value estimated the consistency of table that measures the quality of knowledge sharing. The experimental group is superior to the control group in terms of login frequency, average online time and quality of knowledge sharing content. It logged in 2.5 times a day for an average of 1.7 hours, however, the control group with an average of 0.9 hours. The experimental group average 1.38 posts were greater than the control group with average 0.78 posts which issued by each teacher. Then, the average score of "theme" in the experimental group was higher than the experimental group about 1.7344 point, in the quality of knowledge sharing. And, the average score of contribution in the experimental group was higher than the control group too. The experimental results show that the introduction of virtual reality technology in the workshop can effectively improve the enthusiasm and participation of teachers, the teachers' research effect in this designed workshop also was increased significantly.


2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Hairong Chen ◽  
Qiuguo Zou ◽  
Qi Wang

On a global scale, cardiovascular disease has become one of the most serious diseases that endangers human health and causes death and seriously threatens human life and health. If we can make accurate, timely, and effective judgments on cardiovascular-related parameters and take corresponding effective measures, the incidence of cardiovascular diseases can be reduced to a large extent. Based on this, this paper proposes the clinical application research of ultrasound virtual reality technology in the diagnosis and treatment of cardiovascular diseases. This article uses literature methods, experimental research methods, mathematical statistical analysis methods, and other research methods and in-depth study of virtual reality technology, cardiovascular disease, and other theoretical knowledge and briefly introduces ultrasound image denoising algorithms, such as bilateral filtering and PM model. And on this basis, it establishes clinical trials of ultrasound virtual reality technology in the diagnosis and treatment of cardiovascular diseases. This article mainly analyzes the application of virtual reality technology, technology comparison, and the experimental results carried out in this article. From the survey results, the total prevalence of hypertension was 25.1%, and the prevalence of males and females was 25.9% and 24.4%, respectively; the diagnostic accuracy rate of the experimental group reached 85.39%, while the diagnostic accuracy rate of the control group was 76.8%. It shows that the use of ultrasound virtual reality technology for disease diagnosis can effectively improve the accuracy of cardiovascular disease diagnosis and reduce the proportion of misdiagnosis and missed detection.


2021 ◽  
Vol 2021 ◽  
pp. 1-9
Author(s):  
Xiangmei Xie ◽  
Jie Fan ◽  
Huihong Chen ◽  
Ling Zhu ◽  
Ting Wan ◽  
...  

With the popularization of medical knowledge and the development of medical technology, people pay more and more attention to COPD. This paper mainly studies the effect of virtual reality technology combined with comprehensive lung rehabilitation on patients with stable chronic obstructive pulmonary disease. 60 patients with stable chronic obstructive pulmonary disease were selected to collect their general information, such as name, gender, and age. They were divided into the experimental group and control group, 30 patients in each group. The experimental group was treated with virtual reality technology combined with lung rehabilitation, while the control group was treated with conventional rehabilitation. Patients in both groups needed medication and participated in a 30-minute disease description activity once a week. In addition, patients in the control group should walk for 20 minutes every day to monitor muscle fatigue. Breathing exercises are also carried out regularly. Patients are instructed to use their lips and abdomen for 5 minutes each time. The respiratory rate was 7 beats per minute. In addition to the routine training of the control group, the experimental group will also train the simulated bicycle for 20 minutes, which will be automatically saved on the computer after the training. After the experiment, the muscle function and motor ability of the two groups were evaluated, and the results were statistically analyzed. The total self-efficacy scores of patients before and after telemedicine technical support increased significantly (2.15 ± 0.21 before telemedicine technical support, 2.39 ± 0.20 after telemedicine technical support), and the difference was statistically significant ( P < 0.05 ). The results show that the application of virtual reality technology can improve the rehabilitation belief of patients and strengthen the training effect.


2020 ◽  
Vol 30 (3) ◽  
pp. 461-471
Author(s):  
Marcelo Prumes ◽  
Talita Dias da Silva ◽  
Camila Aparecida de Oliveira Alberissi ◽  
Camila Miliani Capellini ◽  
Lilian Del Ciello de Menezes ◽  
...  

Introduction: Limb-girdle muscular dystrophies (LGMDs) are neuromuscular and genetic disorders that progress with weakness and damage of the proximal muscles, developing with loss of functionality. Virtual reality environments are suggested as an effective alternative for performance of daily life activities. However, there is no evidence in the literature on the use of virtual reality in this population. Objective: Assess motor performance through a motor learning protocol in a coincident timing task. Methods: 10 participants with LGMD and 10 healthy individuals were selected and included in the study to perform a non-immersive virtual reality task divided into three phases: acquisition (20 attempts), retention (5 attempts), and transfer (5 attempts, with speed increase). Results: It is observed that the accuracy of movement improves from the beginning to the end of the acquisition (p = 0.01); however, there is a marginal difference between the groups in block A1 (p = 0.089). Regarding the variability of touches, observed by the variable error, both groups improved performance in all phases. Conclusion: Even with lower performance than the control group at the beginning of the practice, individuals with LGMD showed the potential to optimize motor function during the practice of a non-immersive virtual reality activity and were able to match their performance with the control group after a few attempts.


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.


Sign in / Sign up

Export Citation Format

Share Document