An Analysis of Immersive Virtual Reality Technologies and Its Utilization Prospects for Realistic Education and Training

Author(s):  
Hye-Sun Lee ◽  
Sang-Youn Kim ◽  
Jungmin Shin
Author(s):  
Kahina Amara ◽  
Nadia Zenati ◽  
Oualid Djekoune ◽  
Mohamed Anane ◽  
Ilhem Kheira Aissaoui ◽  
...  

2015 ◽  
Vol 97 (10) ◽  
pp. 431-432 ◽  
Author(s):  
Shafi Ahmed ◽  
Steve Dann

The co-founders of Medical Realities talk us through the transformative potential of virtual reality tech and how they’re harnessing it to enhance surgical learning.


Author(s):  
David Checa ◽  
Carola Gatto ◽  
Doriana Cisternino ◽  
Lucio Tommaso De Paolis ◽  
Andres Bustillo

Author(s):  
Tamer M. Wasfy

LEA (Learning Environments Agent) is a web-based software system for advanced multimedia and virtual-reality education and training. LEA consists of three fully integrated components: (1) unstructured knowledge-base engine for lecture delivery; (2) structured hierarchical process knowledge-base engine for step-by-step process training; and (3) hierarchical rule-based expert system for natural-language understanding. In addition, LEA interfaces with components which provide the following capabilities: 3D near photo-realistic interactive virtual environments; 2D animated multimedia; near-natural synthesized text-to-speech, speech recognition, near-photorealistic animated virtual humans to act as instructors and assistants; and socket-based network communication. LEA provides the following education and training functions: multimedia lecture delivery; virtual-reality based step-by-step process training; and testing capability. LEA can deliver compelling multimedia lectures and content in science fields (such as engineering, physics, math, and chemistry) that include synchronized: animated 2D and 3D graphics, speech, and written/highlighted text. In addition, it can be used to deliver step-by-step process training in a compelling near-photorealistic 3D virtual environment. In this paper the LEA system is presented along with typical educational and training applications.


Author(s):  
Liliane Machado ◽  
Ronei Moraes

Training systems based on virtual reality, serious games, assessment methods, systems to support learning, assessment methodologies and technologies to extend interaction with educational content have been the focus of researches at LabTEVE. The interdisciplinarity can be observed in each project, highlighting the need for dialogue between areas for the production of solutions and technologies that can be used today as well as prospected for the future.


2021 ◽  
Vol 33 (6) ◽  
pp. 799-806
Author(s):  
Dario Ogrizović ◽  
Ana Perić Hadžić ◽  
Mladen Jardas

With the increasing development and popularisation of information and communication technology, new challenges are posed to higher education in the modernisation of teaching in order to make education and training of students as effective as possible. It is therefore very important to develop and experiment with appropriate development tools, explore their benefits and effectiveness, and integrate them into existing learning strategies. The emergence of a computer-generated digital environment that can be directly experienced, actions that can determine what is happening in it, growth of technological characteristics, and decline in prices of virtual reality hardware leads to a situation that cannot be ignored. This paper investigated users' perceptions on the potential use of fully immersive virtual reality head-mounted displays in a discrete-event simulation of logistics processes. The dynamic nature of virtual environments requires active participation which causes greater engagement, motivation, and interest aided by interaction and challenges.


Author(s):  
Timothy Hatchard ◽  
Freeha Azmat ◽  
Mohammad Al-Amin ◽  
Zeina Rihawi ◽  
Bilal Ahmed ◽  
...  

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