Application of virtual reality technology in Wushu education

Author(s):  
Wenbo Li ◽  
Liangbin Yang ◽  
Xinke Leng ◽  
Weikun Liu ◽  
Guobin Dai

With the theoretical and technical progress of Wushu education, the traditional teaching method of oral instruction and demonstration can no longer satisfy the needs of current Wushu education. To address this issue, the concept and basic characteristics of virtual reality technology were interpreted, and the effective path and challenges of applying virtual reality technology in Wushu education. The results of this study show that virtual reality technology contributes to the concrete presentation of implicit knowledge in Wushu, the construction of virtual scenes in Wushu education and the realization of a simulated self-learning system in Wushu. In the meanwhile, the application of virtual reality technology in Wushu education faces the challenges of high virtual reality equipment investment, three-dimensional modeling difficulties, huge data volume of Wushu movements and side effects after the experience of Wushu, etc.

Author(s):  
Alcínia Zita Sampaio ◽  
Pedro Gameiro Henriques ◽  
Carlos Oliveira Cruz ◽  
Octávio Peres Martins

Concerning the educational task, a school of engineering can be reasonably expected to constantly update computational resources which are in frequent use in the professions, technology which must be introduced into the training of the student, leading to their adaptation for curricula in these disciplines. The interaction allowed by three-dimensional geometric models could make an end to passive attitudes of learners as an opposition to traditional teaching systems. In addition, virtual reality technology could be applied as a complement to three-dimensional modeling, leading to a better communication between the various stakeholders in the process, whether in training, in education or in professional practice. Techniques of virtual reality were applied on the development of teaching models related to the construction activity. The involvement of virtual reality techniques in the development of educational applications brings new perspectives to the teaching of subjects related to the field of Civil Engineering activity.


2005 ◽  
Vol 3 (3) ◽  
pp. 335-354 ◽  
Author(s):  
Clarissa Ribeiro Pereira de Almeida ◽  
Anja Pratschke ◽  
Renata La Rocca

This paper draws on current research on complexity and design process in architecture and offers a proposal for how architects might bring complex thought to bear on the understanding of design process as a complex system, to understand architecture as a way of organizing events, and of organizing interaction. Our intention is to explore the hypothesis that the basic characteristics of complex systems – emergence, nonlinearity, self-organization, hologramaticity, and so forth – can function as effective tools for conceptualization that can usefully extend the understanding of the way architects think and act throughout the design process. To illustrate the discussions, we show how architects might bring complex thought inside a transdisciplinary design process by using models such as software engineering diagrams, and three-dimensional modeling network environments such as media to integrate, connect and ‘trans–act’.


2015 ◽  
Vol 115 ◽  
pp. S612
Author(s):  
R. Lysemose Poulsen ◽  
K. Seiersen ◽  
D. Oksbjerre Mortensen ◽  
C. Grau ◽  
A. Boejen

2021 ◽  
Vol 2021 ◽  
pp. 1-16
Author(s):  
Jing Li ◽  
Tao Hou

From the construction of “new socialist countryside” to the proposal of “full coverage of village planning,” rural construction has gradually been pushed to a climax. However, the current situation of rural landscape construction in China is not optimistic. On the one hand, the rural landscape deviates from its rural and regional characteristics due to deliberately seeking novelty and differences. Based on these two extreme development trends, this article uses virtual reality technology to construct a rural landscape virtual-roaming system, and randomly select 25 people, each group of 5 people, a total of 3 groups, enter the system in batches with a real reduction degree of 30%, 45%, 60%, 75%, and 80% for experimentation and score the system after the experience. The true reduction degree of the first group is 30%; the true reduction degree of the second group is 45%; the true reduction degree of the third group is 60%; the true reduction degree of the fourth group is 75%; and the true reduction degree of the fifth group is 80%. After analyzing the experimental data, it is concluded that when the true reduction degree of the system goes from low to high, people’s satisfaction is higher; when the true reduction degree is as high as 80%, the satisfaction is as high as 9 points; when the true reduction degree of the system goes from low to high, people’s sense of immersion is getting deeper and deeper. When the true reduction degree is 30%, the lowest score for immersion is 1 point; when the true reduction degree is 80%, the lowest score for immersion is 7.5 points; the true reduction of the system decreases from high to low; when it is high, people’s interaction degree becomes stronger and stronger. When the true reduction degree is 30%, the lowest interaction degree score is 2 points; when the true reduction degree is 80%, the lowest interaction degree score is 9 points; it can be seen from this that, with the increase in the degree of realism of the rural landscape virtual-roaming system, it is extremely difficult for people to find whether they are in the virtual or the reality, and their immersion in virtual reality is getting deeper and deeper. This test also confirmed the superiority of the virtual roaming system in rural landscapes, and the experience is extremely effective.


2012 ◽  
Vol 490-495 ◽  
pp. 2333-2336
Author(s):  
Man Yu Zhang ◽  
Wei Min Zhao

Recently, the computer technology, especially computer graphics, networks, multimedia, three dimensional simulation developments, injected virtual reality technology with new vitality, which also give 3D virtual scene a direction. The article mainly discusses technology of virtual building scenery, application in today's independent virtual building scene’s deficiency, and the integration of 3D virtual reality, locality and perspective advantages.


2020 ◽  
Vol 137 ◽  
pp. 500-501
Author(s):  
Dimitrios Chytas ◽  
Efstathios Chronopoulos ◽  
Marios Salmas ◽  
George C. Babis ◽  
Maria-Kyriaki Kaseta ◽  
...  

Complexity ◽  
2020 ◽  
Vol 2020 ◽  
pp. 1-11
Author(s):  
Zheng Wang ◽  
Chang Liu ◽  
Bin Song

In the traditional civil engineering industry, only abstract theoretical concepts are applied to express complex realistic contents, but this method of information transmission is sometimes very limited for engineering participants, because its expression is not comprehensive and specific and also makes the recipients have difficulty in understanding its information. The rise and development of virtual reality (VR) technology has become a good assistant to overcome this difficulty, providing an extremely effective means for displaying and simulating civil engineering project in real time. This paper introduced the methods and principles of VR platform system and structure dynamic analysis, conducted virtual scene design and three-dimensional modeling of civil engineering project, analyzed the synthetic debugging and simulation roaming of the virtual environment, proposed the engineering model of virtual construction process and planning structure calculation, discussed the realization method of virtual project management and visualization, and finally performed the simulation and its result analysis of panoramic display and planning of civil engineering project based on VR technology. The results show that the VR technology can simulate various environments and activities of civil engineering projects in advance, analyze the rationality of various schemes, and modify their different functional parameters, so it can achieve the simulation optimization of project planning, design, and construction.


Author(s):  
Shuaidong Li

The traditional experience basketball teaching method can only master the technical essentials through repeated practice, which seriously affects the ef-ficiency of basketball training. Based on this problem, a basketball teaching simulation system was constructed by using virtual reality technology. The system established a virtual simulation model of basketball players, which planed the track of athletes. In the meanwhile, it captured the real situation of basketball players and contrasted them with simulated trajectories, so as to help athletes do more targeted training. The results showed that basketball technology teaching model based on virtual reality could help athletes grasp the key points of motion skills as soon as possible, and greatly improve the training efficiency of basketball players.


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