Designing the educational process based on virtual reality technologies

2020 ◽  
pp. 19-31
Author(s):  
M. V. Shevchuk ◽  
V. G. Shevchenko ◽  
A. A. Zorina

The article discusses the use of virtual reality technologies in the school informatics course in teaching modeling. The greatest attention is paid to methodological recommendations for the elective course "Technologies of multidimensional modeling based on a virtual reality system for a smart home". In the classroom, students get acquainted with the basic concepts related to virtual reality, modeling objects and processes in 3D editors and based on a modern game engine. For students in the lesson, it is proposed to work with additive technologies on the example of studying a 3D printing device using virtual reality technology. Students participate in all stages of designing and developing a model in the cloud environment and then printing it on a 3D printer. Training within the elective course ends with a consideration of the basic concepts of the internet of things, the possibilities of augmented reality technologies in this area and the construction of a smart device using an educational kit.

Author(s):  
Nathan D. Darnall ◽  
Vinay Mishra ◽  
Sankar Jayaram ◽  
Uma Jayaram

Virtual reality (VR) technologies and systems have the potential to play a key role in assisting disabled inhabitants of smart home environments with instrumental activities of daily living (IADLs). While immersive environments have useful applications in the fields of gaming, simulation, and manufacturing, their capabilities have been largely untapped in smart home environments. We have developed an integrated CAD and virtual reality system which assists a smart home resident in locating and navigating to objects in the home. Using the methods presented in this paper, a room modeled in a CAD system is imported into a virtual environment, which is linked to an audio query-response interface. The user’s head and room objects are fitted with the sensors which are part of a six DOF motion tracking system. Methods have been created to allow the inhabitant to move objects around in the room and then later issue an audio query for the location of the object. The system generates an audio response with the object’s position relative to the person’s current position and orientation. As he approaches the object, information is derived from the virtual models of both the room and the objects within the room to provide better guidance. The ability of the VR-SMART system to guide a resident to an object was tested by mounting a head mounted display (HMD) on a user located in a room. This allowed the user to navigate through the virtual world that simulated the room he occupied, thereby providing a way to test the positional accuracy of the virtual system. Results of the testing in the immersive environment showed that although the overall system shows promise at a 30% success rate, the success of the system depends on the accuracy and calibration of the tracking system. In order to improve the success of the system, we explored the precision of a second motion capture system, with more accurate results. Results confirmed that the VR-SMART system could significantly improve the assistance of disabled people in finding objects easily in the room when implemented only as an assistive system without the head-mounted display.


2019 ◽  
Vol 7 (4) ◽  
pp. 32-38
Author(s):  
Г. Шевченко ◽  
G. Shevchenko ◽  
Д. Кочкин ◽  
D. Kochkin

Lack of knowledge about virtual reality often hinders the introduction of these technologies in education. Consideration of theoretical and applied aspects allows to eliminate this drawback through a comprehensive study of these technologies. As a theoretical aspect, an analysis of the development of educational programs of virtual reality is given, as well as approaches to work in educational environments of virtual reality. In the application aspect, specific hardware and software of virtual reality is described. Personal computers, virtual reality glasses and complex systems of user interaction with virtual reality, such as virtual simulators, are listed as immersive equipment. The software is reviewed in accordance with the described hardware, examples of free software are also given. Based on the available research and personal experience of using virtual reality technologies in the educational process of higher education, it is concluded that these technologies are eff ective in improving the quality of education.


2013 ◽  
Vol 303-306 ◽  
pp. 2453-2457 ◽  
Author(s):  
Wu Chi ◽  
Qiu Shi Zhang ◽  
Liu Fan ◽  
Han Feng He ◽  
Ming Hong Su ◽  
...  

This paper introduces the basic concepts and characteristics of virtual reality technology briefly and analyzes the defects of the artificial guiding teaching of the current live working from the angle of skills and safety, combing the power grid’s physical characteristics and virtual reality techniques. By summing up the transmission live working running operating procedures, the methods and means of using virtual reality technology in the teaching and training of the transmission network for live working are proposed. Summary transmission live working training status and analyze the application prospect of the virtual reality technology in the power transmission network live working on the basis of summarizing the power transmission network live working training status. The transmission live working simulation training method brings a new look to the power companies and also does great benefit for the enhancement of the operators' skill level and the improvement of their security awareness of operating.


2021 ◽  
Vol 18 (6) ◽  
pp. 7936-7954
Author(s):  
Ziyou Zhuang ◽  

<abstract> <p>The 5G virtual reality system needs to interact with the user to draw the scene in real time. The contradiction between the complexity of the scene model and the real-time interaction is the main problem in the operation of the virtual reality system. The model optimization strategy of architectural scene in virtual reality design is studied, and the method of architectural scene model optimization is summarized. This article aims to study the optimization of computer vision software modeling through 5G virtual reality technology. In this paper, the optimization of the architectural model is studied by the method of image gray scale transformation, computer vision detection technology and virtual modeling technology. The four experiments are comprehensive evaluation and quantitative evaluation, comparison of channel estimation performance of different pilot structures, comparison of calculated and true values of external azimuth elements, and the effect of window-to-wall ratio on energy consumption per unit of residential building. The results show that hollow bricks of building materials have a great impact on the environment. The values of the three pixel coordinates X, Y, and Z calculated by the unit quaternion method are 1.27, 1.3, and -6.11, respectively, while the actual coordinate positions are 1.25, 1.37, and -6.22, respectively. It can be seen that the outer orientation element value calculated by the quaternion-based spatial rear intersection method is not much different from the actual value, and the correct result can be accurately calculated.</p> </abstract>


Author(s):  
Han Guo

Swimming is one of the most popular spots among college students, though it is hard to master. With virtual reality (VR) technology, problems of the low-cross mutual inductance and low efficiency can be solved. A physical model and the software framework of the virtual reality system was proposed. The swimming teaching system can solve the problem that perception-action separation, improve the study ecological validity, and hold great promise for the study of perception- action. A comparison analysis between students' correct and wrong swimming movements is carried out, and the analysis results show that the virtual reality system solves the problem of monotonicity in real swimming teaching.


Author(s):  
Peter Ebbesmeyer ◽  
Peter Gehrmann ◽  
Michael Grafe ◽  
Holger Krumm

Abstract We describe DesiRe, a Design Review system based on virtual reality technology. DesiRe is a production virtual reality system that is used to support design review processes during the development of The European Pressurized Water Reactor (EPR). This paper starts with a brief description of the EPR project. We then focus on the design review processes that are an important part of the EPR development processes. We discuss why the use of virtual reality technology significantly improves the design review processes. The subsequent part of the paper introduces in detail the implementation issues and application issues of the virtual reality system DesiRe currently being used by the EPR engineers in their design review meetings. The end of the paper gives an outlook on future work and a brief conclusion. The work presented in this paper is part of an ongoing virtual reality research project at the Heinz Nixdorf Institut and Siemens AG KWU.


Author(s):  
Н.В. Ломовцева

В статье представлены результаты пилотного исследования, нацеленного на выявление отношения студентов среднего профессионального образования к технологиям виртуальной реальности (VR-технологии), используемых в процессе обучения. Теоретическая часть работы посвящена изучению этапов развития VR-технологий, обоснованию актуальности применения их в среднем профессиональном образовании, рассмотрению примеров организации в рамках учебно-профессионального пространства виртуальных мастерских, ориентированных на моделирование высокотехнологичных производственных процессов с помощью виртуальной реальности. Практическую ценность имеет опрос студентов Университетского колледжа Российского государственного профессионально-педагогического университета (РГППУ, Екатеринбург) относительно их осведомленности о VR-технологиях, заинтересованности в их использовании в процессе обучения, выявлении наиболее эффективных способов применения VR в образовании. Эмпирическая часть исследования представлена в виде таблиц, диаграмм по результатам онлайн-опроса студентов. Данные исследования могут быть использованы при разработке новых образовательных программ в системе среднего профессионального образования. The article provides the results of a pilot study of the students of secondary vocational education interest in the technologies of virtual reality (VR technologies) used in the educational process. The theoretical part of the work consists of studying the issues of the formation of virtual reality and the justification of this technology in secondary vocational education. Several examples of organization within the educational virtual workshops focused on modeling high-tech production processes using virtual reality. The research is of practical value, which is devoted to the results of a survey of students of the University College of the Russian State Vocational Pedagogical University (RSVPU, Yekaterinburg) about their awareness of VR technologies; interest in learning through their use, identification of the most effective ways to use VR in education. The empirical part of the study is presented in the form of tables, diagrams based on the results of an online survey of students. The results of the study can be used in the development of new educational programs of VET.


2011 ◽  
Vol 291-294 ◽  
pp. 2682-2685
Author(s):  
Xiao Hui Xie ◽  
Cui Cui Zhao ◽  
Ru Xu Du ◽  
Xiao Fang Yu ◽  
Yue Zhang

During the liver intervention surgery, the excellent doctor with the help of CT image need puncture the patient several times to find the correct tumor position. Thus, the pain increases for the patient. For the problem a low-cost auxiliary robot system with the help of virtual reality technology for liver invasion surgery is introduced. The auxiliary arm can indicate the punctuation path for doctor and the virtual reality system can find the difference between the planning path of simulation and actual indication path of robot. Then the error can be compensated by modifying and updating the simulation model. Thus the system based on virtual reality is more accuracy and more effective.


2019 ◽  
Vol 6 (6) ◽  
pp. 703
Author(s):  
Eri Haryanto ◽  
Imam Riadi

<p>Perangkat Internet of Things (IoT) merupakan perangkat cerdas yang memiliki interkoneksi dengan jaringan internet global. Investigasi kasus yang menyangkut perangkat IoT akan menjadi tantangan tersendiri bagi investigator forensik. Keberagaman jenis perangkat dan teknologi akan memunculkan tantangan baru bagi investigator forensik. Dalam penelitian ini dititikberatkan forensik di level internal device perangkat IoT. Belum banyak bahkan belum penulis temukan penelitian sejenis yang fokus dalam analisis forensik perangkat IoT pada level device. Penelitian yang sudah dilakukan sebelumnya lebih banyak pada level jaringan dan level cloud server perangkat IoT. Pada penelitian ini dibangun environment perangkat IoT berupa prototype smart home sebagai media penelitian dan kajian tentang forensik level device. Pada penelitian ini digunakan analisis model forensik yang meliputi collection, examination, analysis, dan reporting dalam investigasi forensik untuk menemukan bukti digital. Penelitian ini berhasil mengungkap benar-benar ada serangan berupa injeksi malware terhadap perangkat IoT yang memiliki sistem operasi Raspbian, Fedberry dan Ubuntu Mate. Pengungkapan fakta kasus mengalami kesulitan pada perangkat IoT yang memiliki sistem operasi Kali Linux. Ditemukan 1 IP Address komputer penyerang yang diduga kuat menanamkan malware dan mengganggu sistem kerja perangkat IoT.</p><p><em><strong>Abstract</strong></em></p><p class="Abstract"><em>The Internet of Things (IoT) is an smart device that has interconnection with global internet networks. Investigating cases involving IoT devices will be a challenge for forensic investigators. The diversity of types of equipment and technology will create new challenges for forensic investigators. In this study focused on forensics at the IoT device's internal device level, there have not been many similar research that focuses on forensic analysis of IoT devices at the device level. Previous research has been done more at the network level and cloud level of IoT device's. In this study an IoT environment was built  a smart home prototype as a object for research and studies on forensic level devices. This study, using forensic model analysis which includes collection, examination, analysis, and reporting in finding digital evidence. This study successfully revealed that there was really an attack in the form of malware injection against IoT devices that have Raspbian, Fedberry and Ubuntu Mate operating systems. Disclosure of the fact that the case has difficulties with IoT devices that have the Kali Linux operating system. Found 1 IP Address of an attacker's computer that is allegedly strongly infusing malware and interfering with the work system of IoT devices.</em></p><p><em><strong><br /></strong></em></p>


Electronics ◽  
2021 ◽  
Vol 10 (22) ◽  
pp. 2852
Author(s):  
Francisco Díaz-Barrancas ◽  
Halina Cwierz ◽  
Pedro J. Pardo

In virtual reality technology, it is necessary to develop improvements and apply new techniques that allow rapid progress and innovative development. Nowadays, virtual reality devices have not yet demonstrated the great potential they could develop in the future. One main reason for this is the lack of precision to represent three-dimensional scenarios with a similar solvency to what our visual system obtains from the real world. One of the main problems is the representation of images using the RGB color system. This digital colorimetry system has many limitations when it comes to representing faithful images. In this work we propose to develop a virtual reality environment incorporating hyperspectral textures into a virtual reality system. Based on these hyperspectral textures, the aim of our scientific contribution is to improve the fidelity of the chromatic representation, especially when the lighting conditions of the scenes and its precision are relevant. Therefore, we will present the steps followed to render three-dimensional objects with hyperspectral textures within a virtual reality scenario. Additionally, we will check the results obtained by applying such hyperspectral textures by calculating the chromaticity coordinates of known samples.


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