scholarly journals XR-TECAN Teaching Model for Chinese Traditional Art Education

2021 ◽  
Vol 10 (1) ◽  
pp. 1365-1380
Author(s):  
Ming Gao

Chinese traditional art education plays a unique role in transmitting traditional culture and in developing social civilization but is limited by the monotony of the teaching model structure, its inflexibility in learning time and space, constraints in the teaching scale, and lack of immersive experience. This article discusses the application of extended reality (XR) technology to the seven links of Chinese traditional art education, namely introduction, evaluation, analysis, practice, adjustment, appraisal and research, initiating a new human-machine interactive virtual reality teaching model, known as the XR-TECAN teaching model for Chinese traditional art education. This new teaching model covers basic technology, the equipment environment, content resources, application implementation and the digital cloud. Compared with the old apprenticeship model in traditional art education, the XR-TECAN teaching model is a breakthrough that allows learners to freely switch between virtual reality and the real world in a deeply immersive experience that improves education efficacy.

Author(s):  
Lanlan Xu ◽  
Qiang Zhou

With the rapid development of computer and network technology, the application of mobile app has been involved in all walks of life, especially the traditional art teaching mode. Therefore, it is of great significance to design an app with art learning and education as the main content based on the concept of young people's cognitive psychology and art training. This paper first analyzes the current situation and development trend of art education app at home and abroad, then analyzes and studies the design and application needs of education app at home, clarifies the needs of students and teachers, analyzes the visual and psychological characteristics of teenagers and their impact on interface and interaction design, and finally designs an art education app that meets the domestic needs. The results show that the app can enhance the interest of young people in art learning.


Leonardo ◽  
2021 ◽  
pp. 1-10
Author(s):  
Julia A Scott ◽  
Max Sims ◽  
Lee Harrold ◽  
Nicole Jacobus ◽  
Cecilia Avelar ◽  
...  

Abstract Technology can translocate traditional art into interactive, immersive experiences. At the Asian Art Museum of San Francisco, we transformed Tibetan Buddhist mandalas into a 3D virtual reality mandala installation. Further, we externalized an analog of the meditative experience by recording electroencephalograms that dynamically modulated the visual scene. Using neurofeedback, fluctuations in the alpha power drove the intensity of the fog obscuring the mandala. This creates the illusion of clearing the fog with one's mind in a meditation-like state. The collaboration demonstrated how technology intended for scientific use may be adapted to an artistic installation that enriches the visitor experience.


Author(s):  
M. Sguanci ◽  
F. Mandolfino ◽  
M. Casaccia ◽  
M. Gaudina ◽  
E. Bellanti ◽  
...  

The aim of this study is to investigate the importance of acquiring basic and advanced laparoscopic skills using a virtual reality low cost simulator in laparoscopic surgery. The authors have considered six basic and five advanced skills. The training exercises are related to the acquisition of tasks which allow students to reach basic gestures competences. In the second phase the students will perform complex drills to acquire a correct gesture. The authors have developed a standardized, graduated and evidence-based training course. A software able to handle the training task has been created through a virtual interface based on the concept “student - exercise – evaluation”. The results are expected because data analysis will be possible only after a period of simulator testing on different samples of students. Referring to the experience reported by other authors, they expect significant results in terms of: reduction of learning time, better dexterity, ability to recognize and correct procedural errors, positive economic impact in term of better patients outcome, analyzed by codified clinical indicators.


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.


Author(s):  
Marina Mikhailovna Novikova

The article is devoted to identifying the points of contact between primitive and modern cultures. The subject matter is based on the theory and practice of artistic creativity, its origins and aesthetic potential. The article reveals the degree of influence of the figurative-semantic and symbolic content of primitive and traditional culture on modern artistic creativity: on stylistic, formal techniques, themes, images; in General, on artistic thinking.


2021 ◽  
Vol 12 ◽  
Author(s):  
Liat Shamri Zeevi

In recent years, the field of art therapy has sought to adapt traditional treatment approaches to today’s innovative technological environments when working with adolescent “digital natives.” In their clinic, art therapists often struggle with lack of cooperation when treating adolescents during sessions. This article presents two case studies that explore how Virtual Reality (VR) technology can be combined with traditional art therapy to treat adolescents suffering from anxiety and social difficulties. It is suggested that this type of technology may lead to a better understanding of the needs of adolescents by adopting their vantage point and hence better outcomes.


Author(s):  
Jialing Wu

With the rapid advancement of information technology, virtual reality technology has also gradually developed, accompanied by the dramatic growth of virtual reality experiment technology. At present, the space design-oriented virtual experiment teaching method usually contributes to the formation of undesired experiment habits among students, such as caring less about experiment instruments, attaching less importance to the norms of experiment operation, and the lack of awareness of safety precautions. At the same time, virtual experiment may lead to reduced communications in the learning process and fewer opportunities for students to exercise interpersonal skills, thus affecting the teaching effect to a certain extent. On this basis, a teaching method of applying virtual simulation technology to the course of space design was proposed in this study. The analysis of the current development status and characteristics of virtual simulation technology was followed by a detailed description of the use of software in the construction entity and a series of computer-aided teaching and developing processes concerning space, design, function, etc. in the case of space design. Through the survey, it was found that students have more recognition of the new teaching method and their learning efficiency is improved, indicating that this teaching model is significantly better than other traditional teaching methods.


Author(s):  
Laura M. Rusnak

The intent of this chapter is to understand the implications of online education for the visual arts and how the objectives of a traditional art education can be adapted to computer-mediated learning. The focus is on three trends affecting the arts: visual culture, cultural production, and originality in art and practice.


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