Use of Virtual Reality Technology In the Digitalization Process of Education: Four Model Museum

Author(s):  
İhsan Emre Erol ◽  
Tamer Bayrak ◽  
Deniz Yengin

Along with the developing technology and the social risks human faces, the society’s trends towards digital technology is inevitable. Undoubtedly, the interest of individuals in digital technologies has directly affected all sectors. The transformation of societies depending on their technological needs and conveniences offered by technology has formed new supply-demand balances, and sectoral changes have occurred in line with the demands of the society that was formed by the supply-demand balance. From a sectoral point of view, communication and related technologies have also been affected by all these transformations. Major developments in communication technologies have also led to changes in all sub-disciplines that are dependent on it. These changes have been so great that it has become necessary to explain separately and academically each of them. As a new and spreading technology, virtual reality technology is considered as a new opportunity by means of its key concept definitions and the successful implementation of both communication and educational processes. Especially, considering the qualities of generation Z, and the fact that the education processes are for generation Z; the probability of success of an education process by using virtual reality technology can be expected to increase. In this context, a study named “Four Model Museum” was carried out within the body of Istanbul Aydın University Faculty of Communication, New Media Applications and Research Center, which uses virtual reality technology and targets Public Relations undergraduate students. Within the scope of the study, the curricula prepared for Public Relations students were examined and four Models in Public Relations, which were considered as suitable subjects, were selected. Scenarios were prepared in the context of selected topics and sound were recorded in recording studios of Istanbul Aydın University, department of Radio, Television, and Cinema. Adhering to the scenario, 3D models, coatings, and finally, virtual reality software were developed. In this study, the scenario and content of the virtual reality education software named "Four Model Museum" were examined and analyzed within the framework of communication science.

2018 ◽  
Vol 214 ◽  
pp. 04001 ◽  
Author(s):  
Liang Dong ◽  
Zhifeng Wang

The layout and roaming of machinery and equipment in the workshop is an important development direction of intelligent manufacturing. In this paper, the general process of developing an intelligent factory system are put forward. The 3D models of various kinds of mechanical equipment are established. The textures and maps of the model are processed. The virtual simulation engine is used to establish the workshop map. The roaming work of the virtual workshop is developed based on the map. The space layout of the mechanical equipment and the machine tool simulation cutting system are developed. Comparing with the traditional simulation software, this system takes shorter period of development and achieves better visualization. And combined with the virtual reality technology makes this system more creative.


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 3 (1) ◽  
pp. 103
Author(s):  
Dwi Ridho Aulianto

This study aims to determine the benefits of Augmented Reality and Virtual Reality technology applied to libraries in the Z generation era. The research method used study of literature by collecting several reference as sources that are relevant to the study material and and interviews with several generation Z informants. The results of the study found that the implementation of Augmented Reality technology can be used to create and read the Interactive Opac Brochure with AR; Utilization of Library Collection Display; Utilization for Searching Library Collections in Shelves through AR; Utilization for Interactive Learning Media for Users. While the implementation of Virtual Reality technology can be used for tours or library tours; Library Services; Information Literacy and Online Catalog. 


2020 ◽  
Vol 39 (6) ◽  
pp. 8943-8951
Author(s):  
Meng Niu

The COVID-19 epidemic has brought a huge impact to the clothing industry. Because of the inconveniences caused by countermeasures, clothing consumers can’t go to physical stores to try on, so it is urgent to develop a virtual clothing trial system. In addition, online fitting and online shopping gradually become the trend of clothing consumption. Based on virtual reality technology, this paper proposes a virtual clothing fitting system, and studies the color saturation in the process. In this paper, a method of parametric drawing of garment characteristic curve is proposed, and the shape of garment is designed by using control vertices. Based on this, this paper presents four forms of sutured parabola space and their control point solving algorithm. According to the principle of scale method, a three-dimensional coordinate transformation model of feature points is established. The model can calculate the coordinates of each characteristic value point of clothing according to the body shape information provided by customers and the empirical formula of different clothing styles, and then reverse calculate the curve control point. Furthermore, Bezier surface generation method is used to fit the control points. After the surface patches are spliced, the 3D rigid clothing model can be obtained. Experiments show that the method of personalized clothing modeling in this paper is efficient and accurate, which can be further extended to the observation system with larger degree of freedom.


Author(s):  
Dan Golding

The contemporary popularity of virtual reality devices such as the Oculus Rift has links not just with earlier eras of virtual reality technology, but with recurrent discourse surrounding the moving image and spectatorship. The articulation of the Oculus Rift in public through YouTube ‘reaction’ videos and media moments such as the Oculus Rift Time magazine cover of 2015 links contemporary virtual reality to early cinema discourses of credulous spectatorship, strenuous spectatorship and the cinema of attractions. Through these comparisons, this article argues that the ‘image’ of contemporary virtual reality technology is not that of a simulated exotic paradise enabled by the apparatus, but the apparatus itself, the body of its user and that body’s gender.


2021 ◽  
Vol 236 ◽  
pp. 01048
Author(s):  
Wang Yulie ◽  
Sun Yujie ◽  
Zhou Chongwu

The development of museum cultural industry, as the key content of the development of national cultural industry, affects the inheritance of national culture and history. Due to the constant update of hightech, new media and other technologies, the display of cultural resources in museums is becoming more and more diversified. The application of virtual reality technology, digital interaction technology, new media and other technologies brings new vitality to the display design of modern museums. Under the background of this era, the exhibition of museum cultural resources is researched and explored. At present, virtual reality technology is gradually applied in the display and dissemination of cultural resources. This paper discusses how to realize the application of this technology in the display of cultural resources in museums.


2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Xiaoli Li

The front part of the eye is exposed to the surface of the body, making it susceptible to injury. Blunt eye injuries often destroy the tissue structure in the anterior part of the eye. Often there is detachment of the iris root, separation of the ciliary body, the angle of retraction of the chamber, and complete dislocation or subluxation of the lens. Ordinary ocular ultrasound can penetrate into opaque tissue, but because of its low resolution, it can only show its outline, which is still very small for doctors in assisting diagnosis. Ultrasonic biomicroscopy is a very real-time analysis, will not be affected by the refraction space, and has great application value for ocular trauma. Based on this, this article proposes the ultrasound biomicroscope diagnosis analysis and fine nursing research of traumatic anterior chamber injury based on intelligent virtual reality technology. This article describes literature methods, experimental analysis methods, and other methods, in-depth study of the causes of traumatic anterior injuries, ultrasound biomicroscopy, and other theoretical knowledge, ultrasound biomicroscopy and microcontrol experiments for traumatic anterior injury design, and finally the causes of eye damage. This study compares the pairing results of ultrasound biomicroscopy biological measurements, analyzes the relationship between anterior bleeding level and anterior ocular injury, and analyzes the outcome and extent of service ophthalmology. The angle retreat accounted for 52.17% in grade I, 72.22% in grade II, and 60% in grade III. Anterior bleeding can cause single or complex iris root detachment, iris root detachment, ciliary body detachment, and angular leakage. The more the bleeding, the more serious the eye damage.


Author(s):  
Vladimír Modrák ◽  
Jozef Novák Marcincin

After applications of virtual reality (VR) in the realm of flight simulators and computer games a need to exercise these technologies in industry is rising significantly. Nowadays one of the typical domains of using a virtual reality is designing and prototyping in automotive and air industry. A practical solution for a virtual model is using a virtual reality modeling language (VRML) that supports the distribution of three-dimensional models over the Internet. Web based virtual reality technology offers possibilities for sharing virtual models for supporting collaborative work and concurrent engineering. There are more standardized tools for virtual reality technology distributing 3D models by VRML. Another possible solution for exploiting an Internet environment through VRML is using a non-standard software package on PC basis created for 3D simulation and programming of automated workplaces, robots and other peripheral devices. The article is describing procedures for implementation of VRML 2.0 into software ROANS, which has been created in another programming language than VRML versions.


2021 ◽  
Vol 33 (2) ◽  
pp. 159-166 ◽  
Author(s):  
Adam Steel ◽  
Caroline E. Robertson ◽  
Jeffrey S. Taube

Real-world navigation requires movement of the body through space, producing a continuous stream of visual and self-motion signals, including proprioceptive, vestibular, and motor efference cues. These multimodal cues are integrated to form a spatial cognitive map, an abstract, amodal representation of the environment. How the brain combines these disparate inputs and the relative importance of these inputs to cognitive map formation and recall are key unresolved questions in cognitive neuroscience. Recent advances in virtual reality technology allow participants to experience body-based cues when virtually navigating, and thus it is now possible to consider these issues in new detail. Here, we discuss a recent publication that addresses some of these issues (D. J. Huffman and A. D. Ekstrom. A modality-independent network underlies the retrieval of large-scale spatial environments in the human brain. Neuron, 104, 611–622, 2019). In doing so, we also review recent progress in the study of human spatial cognition and raise several questions that might be addressed in future studies.


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