Virtual Reality Scenario Design for Distance Learning With Google Poly

2020 ◽  
Author(s):  
Scott Crawford ◽  
Stormy Monks ◽  
Eduardo Luevano ◽  
Jesica Urbina
Author(s):  
Jennifer L. Penland ◽  
Kennard Laviers ◽  
Elbert Bassham ◽  
Victor Nnochiri

Virtual reality (VR) is now becoming a major player in education. When first introduced into schools, computer technology and multi-media content were riveted by its newness. Over time, more higher education institutions began to use newer technologies online or distance classes that could be taken from home. Unfortunately, many students have difficulty acquiring the same experience when learning with most classroom management software (CMS). Virtual reality technology is taking user involvement to the next level of immersion and is postured to change the landscape of education in a very significant way. This chapter examines methods of employing VR to maximize benefits to the student as well as the challenges and opportunities for using VR for distance learning. Finally, emerging research and developments in VR is discussed.


2020 ◽  
Vol 1 (191) ◽  
pp. 147-150
Author(s):  
Tatiana Sydorenko ◽  
◽  
Tatiana Furdak ◽  

The article analyzes the existence of virtual reality in distance learning, taking into account the rapid development of scientific and technological progress, where there is an increase in the amount of information, modernization of science, a change in scientific and social theories, and the rapid leveling of knowledge. The values of modern changes in the sphere of culture associated with the development and spread of virtual reality are determined. It is noticed that the technology of distance activities, based on the culture of virtual reality, makes it possible for a future teacher of musical art to create their own creative products, to receive not only practically significant developments, but also to master methods of activity that can subsequently be used in future professional activities. The proposed activities can be successfully applied in the formation of a culture of virtual reality in distance learning for a future teacher of musical art. The technology of remote events based on the culture of virtual reality allows future music teachers to create their own creative products, receive not only practically significant developments but also to master the methods of activity, which can later be applied independently. The article proposes measures that deserve attention and can be successfully applied in music education. It is impossible to ignore the performance of independent work by a future music teacher in the conditions of distance learning, which requires: providing him with access to the network of electronic information and educational resources of the institution in which he receives educational services; specially equipped premises, which are replaced by virtual analogues, which allows students to master the skills and abilities provided for future professional activities. The existence of a culture of virtual reality, in the distance learning of future music teachers, is real and promising under a number of conditions: with a minimum technical base, the availability of computer equipment, the Internet the necessary support; at competently and adequately developed educational materials taking into account specificity of distance learning; when integrating the efforts of specialists; development of programs of educational disciplines with the available content of education on the basis of virtual reality. These conditions are effective in teaching future teachers of music and provide for the development of their individuality by creating their own interpretation of musical works and mastering the treasury of world culture.


Author(s):  
Jean-Claude Bertin ◽  
Patrick Gravé

This chapter will consider how the introduction of distance impacts the didactic ergonomics model constructed in chapter 1. In accordance with the systemic approach adopted in this book, we will first define the notions of distance learning – also referred to as e-learning. Then we will question the notion of distance itself to see how its specific meaning in our context intensifies the complexity of the language learning situation while at the same time making more explicit processes previously kept hidden. Distance should not however be considered just another pole of our model. It does not in itself generate new sets of interactions, but rather it modifies existing ones to an extent that remains to be defined. Instead, we will consider that it adds a new dimension: the shift from a face-to-face setting to distance learning superimposes an extra virtual, or immaterial, layer in the initial situation. The nature of this so-called virtual reality will be explored in psychosocial terms to understand how learning processes are affected.


Author(s):  
Alessandro Luigini ◽  
Bruno Fanini ◽  
Alessandro Basso ◽  
Demis Basso

<p dir="ltr"><span>In recent years a growing amount of research has shown interest in studying how virtual reality (VR) could be relevant in many fields. In this respect, VR has gained consideration throughout many applications such as education. Among other aims for its use in education, serious games based on VR were used to promote heritage and make students experience either far or inaccessible scenarios. Until now, VR-based applications have been mainly implemented using head mounted displays (HMD), which actually reduced their circulation. This gap is particularly remarkable in the current Sars-CoV19 pandemic because students, being at home or being at school without sharing equipment, cannot exploit educational programs based on this technology. The current paper proposes a web-based platform on which VR applications could be accessed on any device, either desktop- or mobile-based. The serious game was initially set up on a computer with a specialized software using a HMD, while the process of turning it into a web-based platform is described so that the used methodology could be available to those, who would like to follow it. This project is probably also able to cope with the general aim of making inaccessible objects available to students and, thus, to make the application useful even beyond the current pandemic emergency.</span></p><p dir="ltr"><span><br /></span></p>


2018 ◽  
Vol 5 (4) ◽  
pp. 473
Author(s):  
Ari Kusumaningsih ◽  
Cucun Very Angkoso ◽  
Novian Anggraeny

<p class="Abstrak">Perkembangan peradaban suatu bangsa dapat dilihat melalui museum yang dimilikinya. Dalam hal upaya untuk mencerdaskan masyarakat, museum diwajibkan selalu kreatif dalam menarik minat pengunjung, sehingga tujuan pendirian museum tetap terlaksana. Antusias masyarakat dalam menjelajahi museum saat ini semakin menurun, sehingga museum perlu melakukan inovasi agar tetap mampu menarik minat masyarakat untuk berkunjung. Pada penelitian ini berhasil dibuat aplikasi <em>Virtual Reality</em> Museum Sunan Drajat berbasis Android dalam memudahkan seseorang untuk belajar sejarah yang mampu membawa pengguna ke dalam dunia maya dengan merasakan sensasi nyata mengunjungi museum, dengan menerapkan metode <em>Rule-Based System</em> sebagai desain skenario sistem dalam penjelajahan museum. Diharapkan setelah menggunakan aplikasi ini, museum dapat menarik perhatian masyarakat sehingga kembali tertarik untuk mempelajari sejarah bangsanya. Dari hasil pengujian aplikasi diketahui bahwa 95.8% responden sangat setuju bahwa aplikasi ini dapat dijadikan sebagai pembelajaran sejarah. Berdasarkan hasil uji keefektifan aplikasi rata-rata nilai <em>Report Score</em> yang diperoleh pada menu <em>evaluation</em> yaitu 92% yang berarti aplikasi <em>Virtual Reality</em> Museum Sunan Drajat sangat efektif digunakan sebagai pembelajaran sejarah.</p><p class="Abstrak"> </p><p class="Judul2"><strong><em>Abstract</em></strong></p><p class="Judul2"> Historical journey of the nation's civilization can be seen through their museum. In terms of efforts to educate the public, the museum is always required to be creative in attracting visitors so that the purpose of establishment of the museum is still carried out. The enthusiasm of people in exploring the museum is now declining so that the museum need to innovate in order to remain able to attract the public interest to visit. In this research, the application of Virtual Reality Museum Sunan Drajat based on Android in facilitating someone to learn history that can bring users into the virtual world by feeling the real sensation of visiting the museum, by applying Rule-Based System method as a system scenario design in museum exploration. It is hoped that after using this application, it can attract the public's attention so that it is interested to learn about the history of the nation. From the results of application testing known that 95.8% of respondents strongly agree that this application can be used as a learning history. Based on the results of test effectiveness of the average application score Report Score obtained on the evaluation menu is 92% which means the application Virtual Reality Museum Sunan Drajat very effectively used as a learning history.</p>


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