scholarly journals Blended Learning Using Virtual Reality Environments

2017 ◽  
Vol 43 (1) ◽  
pp. 6-13
Author(s):  
Jane Stephan ◽  
Ahmed Ahmed ◽  
Alaa Omran

Immersive virtual reality isn’t just for gaming. It’s poised to have a big impact on education as well, giving students an opportunity to interact with content in three-dimensional learning environments. Blended learning, according to the Inn sight Institute is "a formal education program in which a student learns at least inpart through online delivery of content and instruction with some element of student' control over time, place, path and/orpace". On the other hand, there are many disadvantage found in blended learning such as the learners with low motivation or bad study habits may fall behind, and many others. So, there is an essential need to improve and develop the theory of the blended learning by using virtual reality environments and get rid of these disadvantages to develop the faceto-face learning to add a lot of features such as excitement and make it more efficient. As well as affirms clarity of the scientific content of the lecture that the student may be miss them by absent or even mentally, so student can live atmosphere the lecture again and overcome the difficulties resulting from the using blended learning or traditional learning. Firstly, this approach is applied by building a specialized website application that allow using virtual reality feature in order to measure the effectiveness of this study on students, and then a questionnaires was designed and the information result of these questionnaires impact was gathered. It is found that, the most of students were excited, active and they understand the lecture in an easy way with a high Likert Scale (4.74), but they found difficulties in using VR tools which has a low Likert scale (2.66).

2018 ◽  
Vol 47 (3) ◽  
pp. 292-317 ◽  
Author(s):  
Eileen A. O’Connor ◽  
Terri Worman

Since the advent of Second Life in 2004, immersive virtual-reality (VR) environments have been readily available to educators; more recent open-source environments have reduced costs significantly. This study reports on data gathered from an avatar-based immersive experience where teacher-education students gathered in VR spaces for synchronous meetings, learning how to maneuver within the environment, modify their avatars’ appearances, and develop preliminary three-dimensional building perspectives. Student reports and instructor observations throughout the course and a final student self-evaluation provided insights into both the challenges experienced and effective practices within this immersive VR environment. Overall, students developed significant trust and camaraderie with their colleagues as they went through problem-solving experiences, finding that initial challenges often subsided with the help of course colleagues. Students enjoyed the experience and considered VR applications for their classrooms. The report concludes with general recommendations for the design of productive VR learning environments within many different settings.


Author(s):  
V. Barrile ◽  
A. Fotia ◽  
E. Bernardo

<p><strong>Abstract.</strong> On 21 and 22 August 1972, a young diver near the coast of Riace Marina (South Italy) found two bronze statues representing one of the highest moments of the sculptural production and the most important archaeological discovery of the last century: the Riace Bronzes. The Geomatics Laboratory of the Mediterranean University of Reggio Calabria sets a goal to relive and re-propose the experience of a real immersion and the exciting moment of the discovery: an immersive journey in the interest of interactivity in virtual reality. Immersive Virtual Reality tries to combine the real and the virtual world, even involving our senses. In other words, it allows us to enter into the scenery like the virtual reality one, but without being just simple spectators. We become protagonists and we can participate and decide what to do and how to do it. Unity 3D is the multi-platform development environment used. The scenarios and the objects included in the scene from three-dimensional models were realized through photogrammetric techniques (seabed and bronzes). Remote Operated Vehicles (ROVs) have been widely used in recent times by researchers to explore underwater environments, both in shallow and deep water, for different types of studies. The seabed was detected through the aid of an experimental ROV (realized in a broader project of agreement with the IPCF CNR Messina). The use of a grid of known dimensions assisted the ROV’s use in order to correct the effects of distortion effects obtained in water. The proposed app is still being perfected and completed.</p>


2018 ◽  
Vol 6 (3) ◽  
pp. 170-174
Author(s):  
Karla Liliana Puga Nathal ◽  
María Eugenia Puga Nathal ◽  
Humberto Bracamontes del Toro ◽  
Marco Antonio Guzmán Solano ◽  
Juan Carlos Martínez Sandoval

2021 ◽  
Vol 13 (11) ◽  
pp. 6223
Author(s):  
Hugo C. Gómez-Tone ◽  
John Bustamante Escapa ◽  
Paola Bustamante Escapa ◽  
Jorge Martin-Gutierrez

The technologies that have sought to intervene in the architectural drawing process have focused on the sense of sight, leaving aside the use of the hands and the entire body that together achieve more sensory designs. Nowadays, to the benefit of the draftsman, that ideal scenery in which sight, hands and body work holistically is returning thanks to Immersive Virtual Reality (IVR). The purpose of this research is to analyze the perception of two-dimensionally drawn spaces, the drawing of such spaces through three-dimensional sketches in IVR, and both the perception of 3D sketched spaces and those which are also modeled realistically in IVR. First and fifth year architecture students went through the four phases of the experiment: (a) the perception of a space based on 2D sketches, (b) real-scale 3D space drawing in IVR, (c) the perception of a space drawn in 3D in IVR, and (d) the perception of the same space realistically modeled in 3D in IVR. Through three questionnaires and a grading sheet, the data was obtained. The perception of two-dimensionally drawn spaces was high (70.8%), while the precision of a space drawn in an IVR was even higher (83.9%). The real or natural scale in which the spaces can be experienced in an IVR is the characteristic that was most recognized by the students; however, this and the other qualities did not allow for a reliable conclusion for a homogeneous perception of sensations within the virtual spaces.


2015 ◽  
Vol 524 (1) ◽  
pp. 23-38 ◽  
Author(s):  
Corrado Calì ◽  
Jumana Baghabra ◽  
Daniya J. Boges ◽  
Glendon R. Holst ◽  
Anna Kreshuk ◽  
...  

2021 ◽  
Author(s):  
Andreas Marougkas ◽  
Christos Troussas ◽  
Akrivi Krouska ◽  
Cleo Sgouropoulou

Traditional learning methods frequently fail to provoke students’ interest, stimulate their enjoyment and encourage them to participate in learning activities, resulting in discomfort, distractions, and disengagement, if not quitting. Education’s goal is to improve the quality and effectiveness of teaching and learning methods. This paper aims to present a framework based on Virtual Reality (VR) technology and contemporary Head Mounted Displays, that incorporates game-based techniques and adaptive design according to the student’s profile. As a result, this paper analyzes the relevant literature, the VR apparatus, the importance of VR, as well as gamification, personalization and adaptive design in education, which are the learning foundations on which the framework is based. Finally, the framework’s modules and structure are presented, taking into account all of the previously mentioned parameters. This novel framework aspires to serve as a basis for educational applications that use immersive Virtual Reality technologies to transform learning procedures into entertaining, engaging, enjoyable, and effective experiences.


2017 ◽  
Author(s):  
Erick Martins Ratamero ◽  
Dom Bellini ◽  
Christopher G. Dowson ◽  
Rudolf A. Röemer

AbstractThe ability to precisely visualize the atomic geometry of the interactions between a drug and its protein target in structural models is critical in predicting the correct modifications in previously identified inhibitors to create more effective next generation drugs. It is currently common practice among medicinal chemists while attempting the above to access the information contained in three-dimensional structures by using two-dimensional projections, which can preclude disclosure of useful features. A more precise visualization of the three-dimensional configuration of the atomic geometry in the models can be achieved through the implementation of immersive virtual reality (VR). In this work, we present a freely available software pipeline for visualising protein structures through VR. New customer hardware, such as the HTC VIVE and the OCULUS RIFT utilized in this study, are available at reasonable prices. Moreover, we have combined VR visualization with fast algorithms for simulating intramolecular motions of protein flexibility, in an effort to further improve structure-lead drug design by exposing molecular interactions that might be hidden in the less informative static models.


Author(s):  
Wei Zhu ◽  
Shaoyu Guo ◽  
Jinhua Zhao

Immersive virtual reality is a promising technology for planning participation. The paper contributes to the literature by comparing the latest virtual reality technology using head-mounted display with conventional graphic representation (pictures of rendered three-dimensional environments in this case) in terms of the effects on the participants’ preferences for the plans and their underlying decision mechanisms. Using a stated choice experiment based on a real-world project of street renewal, we collected choice data from 48 university students from non-design majors. We found significant quantitative but limited qualitative differences between the aggregate preferences under virtual reality and conventional graphic representation, and some generally unappealing features under conventional graphic representation were more favored under virtual reality. Results of the discrete choice modeling showed the individual decision mechanisms became more homogeneous under virtual reality. Virtual reality had stronger impacts on the female participants than the male participants. The females had more aggregate preference reversals, larger preference differences, and stronger changes in the decision mechanism. But the mechanisms of the two genders converged under virtual reality. The findings can be used to design better participatory processes with virtual reality and conventional graphic representation properly applied according to their capabilities.


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