scholarly journals Application of Virtual Reality in the Teaching of Interior Design

2021 ◽  
Vol 5 (9) ◽  
pp. 1-4
Author(s):  
Xiao Han

With the rapid development of computer technology, a new technology – virtual reality has arisen at this historical moment. This technology mainly creates a real scene through simulation so as to reflect the changing form of objects. As a complex art form, the characteristics of interior design cannot be displayed only through pictures and words but with the effective application of virtual reality, the development of interior design can be promoted. This article mainly analyzes the current teaching situation of interior design and puts forward specific application strategies of virtual reality in the teaching of interior design, which have guiding significance in improving the teaching effect of interior design.

2014 ◽  
Vol 926-930 ◽  
pp. 1672-1675
Author(s):  
Ni Ben ◽  
Xu Guang Yang ◽  
Peng Lin Li

With the rapid development of computer technology, especially with the progress in computer graphics technology, a revolutionary change occurred in urban sculpture, architecture, animation and other art and design field. Three-dimensional computer technology information technology and digital technology also challenged the traditional art of sculpture which takes manual approach to create and produce sculpture works; they provide designers with a new creative fashion and art form. This interdisciplinary technology surpassed the single and limited mode of the traditional tools through turning two-dimension to three-dimension, static to dynamic situations. Large sculptures began to appear in the city with the assistance of computer technology in varying degrees. The programs accurate operating and precise drawing bring strong reliability in sculpture design, which has become the primary means of urban sculpture creation.


2020 ◽  
Vol 122 (7) ◽  
pp. 1-34
Author(s):  
Insook Han ◽  
Timothy Patterson

Background/Context The rapid development of virtual reality (VR) technology increases expectations regarding the potentials of using VR in the classroom and requires teachers to engage in professional development. Although there are recent studies that explore how this new technology can facilitate learning in classroom settings, little research has explored what constraints and affordances emerge during VR curriculum design and implementation and how a teacher's knowledge and beliefs change during this process. Purpose/Objective/Research Question/Focus of Study The purpose of this study is to explore one exemplary teacher's curriculum design processes and changes in knowledge, beliefs, and practices during the design and implementation of VR lessons in an elementary classroom. Population/Participants/Subjects The participant of this study is one teacher who works in a private elementary school in a metropolitan area of South Korea. The participant is an exemplary teacher with a unique combination of experience and training in pedagogy and technology. Research Design We used an intrinsic case study approach to collect and analyze data around the development of the participant's reflective practice, beliefs, and knowledge. Data Collection and Analysis During two iterations of design and implementation of VR lessons, we collected qualitative data in the form of the participant's written reflections, video recordings of his classroom teaching, field notes of observations, and follow-up interviews after each observation. Data were open-coded based on the interconnected model of teacher professional growth (IMTPG) and the framework of technological pedagogical content knowledge (TPACK). Findings/Results We observed changes occurring in the participant's TPACK, his beliefs about students, and his dispositions toward the use of VR. Most of the changes in the design phase appeared to inspire the participant's development of TPACK and ended with curriculum design using newly developed knowledge. The participant's enactment brought changes in instructional outcomes for both himself and his students, which then either altered his practice while teaching or changed/reinforced his knowledge and beliefs. Conclusions/Recommendations Our findings support a nonlinear, ongoing, and iterative approach to teacher change, as emphasized by the IMTPG. We add to this line of research by offering a detailed description of one teacher's learning process and development of TPACK. More important, this study focused on an exemplary teacher's design and implementation of VR and explored how certain barriers or enablers affected his design decisions by changing his knowledge, beliefs, and instructional practices. The findings of this intrinsic case study allow us to offer advice for teachers interested in integrating VR into their instruction.


2019 ◽  
Vol 3 (2) ◽  
pp. 137
Author(s):  
Wenping Wang

<p>At present, with the rapid development of science and technology, especially computer technology, China's digital media art has a huge space for development and creation prospects. Digital media art has changed the cultural value of human beings to some extent and influenced the traditional artistic creation of human beings.Since the birth of digital media art, it has triggered various discussions in the society. Digital media art integrates human rational thinking and perceptual thinking into one body and becomes a new art form. The development of digital media art has attracted worldwide attention. This paper focuses on the current situation of the development of digital media art in China and discusses its future development direction</p>


2021 ◽  
Vol 03 (04) ◽  
pp. 371-381
Author(s):  
Wisam Hassan HASHIM

The current research highlights an important aspect of the great and rapid development in the field of science and technology, and modern manufacturing methods as a result of the scientific revolution resulting from the accelerated cognitive development, Which prompted designers in general and interior design, the subject of research in particular, to exploit and invest in digital technology, And the development of digital control in the industrial product design process for the purpose of creativity and innovation through these digital programs, Digital models fulfill the requirements and desires of the interior designer according to the creative skill by using modern software with high efficiency and accuracy in line with the requirements of the user, the interior designer and the beneficiary companies ,Therefore, the research problem can be determined by the following question:What is the nature of the variables in modeling patterns in the stages of contemporary interior space design through the use of virtual reality techniques? While the aim of this study was: to reveal the importance of digital models in the real interior space through a virtual reality, the current research included three sections: The first topic: the variables and their relationships in the design of the interior space, and the second topic: modeling in interior design between reality and simulation, and the third topic: Digital models in interior design, and the research reached a set of conclusions, the most important of which are: 1.Digital models allow the designer, custodians, and people to be able to explore the interior space before designing it. 2.Designers use Digital Prototyping to design, improve, validate and digitally visualize their spaces throughout the design stages. 3. Innovative digital models can be created through creative designs, achieving multiple design goals (best performance, high efficiency, space efficiency, appropriate design cost).


2014 ◽  
Vol 1049-1050 ◽  
pp. 2024-2027 ◽  
Author(s):  
Guang Xue Li

The computer virtual reality technology is a new technology in recent years. It has been widely applied to various fields, and plays an important role in Sports. Analysis of the characteristics of virtual reality technology, its technical advantages, which are combined with the sports training, to improve the technical level of athletes in college students and the quality of training, make contribution for the athletics sports reserve talent reserve in China.


2018 ◽  
Vol 1 (3) ◽  
pp. 76
Author(s):  
Bowen Hou

Abstract: the rapid development of computer technology has accelerated the progress of construction technology, and the application of virtual reality technology has become more and more common, which has caused earth-shaking changes in the thinking and mode of traditional architectural design. It plays an important role in optimizing the construction design scheme and improving the science and rationality of the architectural design. In order to realize the effective application of virtual technology in the future architectural design, it is necessary to intensify the research on its application and give full play to its application value and advantages.This paper discusses and analyzes the application and realization of virtual reality technology in the future architectural design, and predicts its future application prospects.


2021 ◽  
Vol 80 (Suppl 1) ◽  
pp. 1029.1-1029
Author(s):  
Y. Livshits ◽  
O. Teplyakova ◽  
A. Sarapulova

Background:Telemedicine counseling (TMC) has gained rapid development during the COVID-19 pandemic. The prospect of using this technology in rheumatology was based on the possibility of getting maximum information about the patient during the survey, examination and interpretation of laboratory and instrumental data, that is excepting direct contact with the patient. Several rheumatological clinics have reported on the success of using TMC. However, there is very little data of the difficulties that can be encountered when organizing this process.Objectives:To characterize the identified problems during TMC in rheumatology, to suggest potential directions for their elimination.Methods:Since June 2021, on the basis of the Medical Association “New Hospital”, Yekaterinburg, Russian Federation, 76 TMCs have been performed on the profile of rheumatology in patients aged 29 to 71 years. Of these, 13 applied to the primary TMC, the other patients were preliminarily examined in person. The consultation included the preliminary acquaintance with the examination results, a 20-minute video communication and writing of a conclusion. After each TMC, a survey was conducted between the doctor and the patient, including the identified deficiencies in counseling. The frequency of identified problems is presented as an absolute indicator and as a percentage of the total number of TMCs performed.Results:We noted a high degree of patient satisfaction: 74 (97.4%) responded that they received answers to all. However, according to the doctor, the following groups of problems were identified.[1]Technical problems in 29 (38.2%): most often there were various problems with the Internet, but there were also registered: the end of the charge on the patient’s tablet, the patient was not registered in the electronic queue. Elimination of these violations depends on the work of IT-specialists, but each consulting physician should be prepared for an immediate transition to an alternative form of communication (for example - telephone).[2]Lack of objective examination, leading to the impossibility of correct remote diagnosis - 8 (10.5%). This problem was identified due to the inability to establish the presence or absence of arthritis during the initial diagnosis (6 cases) and to clarify the nature of the rash (2 cases). All patients are invited for a face-to-face consultation.[3]The need to write prescriptions for psychotropic drugs - 12 (15.8%), which under the conditions of national legislation cannot be done in the TMC regime.[4]The time spent directly on remote communication with the patient was 17.2 minutes (from 8 to 31), however, taking into account the study data and writing the conclusion, the total time was 40.7 minutes (from 21 to 73). Thus, it turned out that the average time for remote and face-to-face consultations is the same, while TMC’s payment is only about 50% of the face-to-face consultation. This situation reduces the doctor’s interest in carrying out TMC. The solution to the problem is associated with reducing the time for the documentation process through technical improvements. In addition, of the 9 patients in whom the TMC process lasted 60 minutes or more, 5 were diagnosed with fibromyalgia. It is possible that with a previously established diagnosis of fibromyalgia, only face-to-face counseling should be recommended to patients.Conclusion:The TMC system is promising, however, there are a number of problems that need to be improved, since they can reduce the doctor’s interest in using this technology.Disclosure of Interests:None declared


Author(s):  
Guangchao Zhang ◽  
Xinyue Kou

In recent years, with the rapid development of VR technology, its application range gradually involves the field of urban landscape design. VR technology can simulate complex environments, breaking through the limitations of traditional environmental design on large amounts of information processing and rendering of renderings. It can display complex and abstract urban environmental design through visualization. With the support of high-speed information transmission in the 5G era, VR technology can simulate the overall urban landscape design by generating VR panoramas, and it can also bring the experiencer into an immersive and interactive virtual reality world through VR video Experience. Based on this, this article uses the 5G virtual reality method in the new media urban landscape design to conduct research, aiming to provide an urban landscape design method with strong authenticity, good user experience and vividness. This paper studies the urban landscape design method in the new media environment; in addition, how to realize the VR panorama in the 5G environment, and also explores the image design of each node in the city in detail; and uses the park design in the city As an example, the realization process of the entire virtual reality is described in detail. The research in this article shows that the new media urban landscape design method based on 5G virtual reality, specifically to the design of urban roads, water divisions, street landscapes, and people’s living environment, makes the realization of smart cities possible.


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