scholarly journals Virtual simulation system for prosthodontics. Part I

2017 ◽  
Vol 63 (2) ◽  
pp. 67-72
Author(s):  
Simona Andreea Sandu ◽  
◽  
Călin Dan Neamţu ◽  
Sorin Dan Grigorescu ◽  
Ionel Bujorel Păvăloiu ◽  
...  

Current computerized technologies introduced into dental prosthetics use 3D imaging, simulation systems, virtual reality. The virtual reality system, based on haptic technology, is a new instrument in the teaching process, still developing. The necessity to implement virtual reality technology has emerged from the fact that medical practice has been restricted to patients in recent years. Virtual reality systems have been introduced in order to practice certain clinical maneuvers and to acquire specific skills. Actual, virtual technology is at the stage where offers advanced simulations to users by combining visual and tactile response. The efficiency of e-learning platforms is increased when including virtual reality technologies. Thus, a new, interactive concept is introduced.

Author(s):  
He Jialiang ◽  
Zhao Huiying

As a new teaching medium, virtual reality technology has been widely used in the field of education due to the characteristics of immersiveness, imagination, and interactivity, thereby changing the previous teaching concepts and teaching models. Mobile learning has developed rapidly due to its characteristics of mobility, personalization, fragmentation, and hypermedia. Based on the characteristics of the two, we innovatively propose the application of virtual reality technology to the development and construction of mobile learning platforms. This article analyzes the application advantages of virtual reality technology in mobile learning first; proposes design ideas, development tools, architecture design, functional design, and development process of the virtual reality-based mobile learning platform second; displays some of the virtual reality-based mobile learning platforms that have been completed subsequently. Various teaching practice activities have been carried out based on these platforms and achieved good results.


2014 ◽  
Vol 687-691 ◽  
pp. 2391-2394
Author(s):  
Yun Peng Duan ◽  
Hai Tao Fu ◽  
Li Zhu

Virtual reality (VR) is a hot spot of technology at home and abroad in recent years, is an integrated and information science. Is with the aid of computer technology and the hardware equipment, the realization of a kind of people can be felt by touch the olfactory audio-visual means virtual dreamland. The technology has been used in industry, commerce, education, medical, military, entertainment and so on various areas to work, this article mainly from the aspects of agriculture, introduced virtual agriculture, virtual plants, and virtual technology application in agriculture.


2015 ◽  
pp. 1621-1636 ◽  
Author(s):  
Toshiki Matsuda ◽  
Hiroshi Nakayama ◽  
Kazue Tamada

In this chapter, the authors introduce the e-learning material that they developed using Three-Dimensional Virtual Reality (3D-VR) technology in cyber ethics education. They propose a new instructional method that teaches students to use three types of knowledge in their analyses of moral judgment problems: knowledge of ethical codes, ICT, and rational judgment. They also verify that this method is more effective than the conventional method. In addition, the authors developed e-learning material that provides students with analytical problems and feedback according to their ability to understand ethical codes. Reality and authenticity are key to learning for every student. To inculcate a sense of seriousness toward the problems in e-learning material, the authors devised various dialog methods and built an effective instructional design model, such as the three-way interaction model.


Author(s):  
Toshiki Matsuda ◽  
Hiroshi Nakayama ◽  
Kazue Tamada

In this chapter, the authors introduce the e-learning material that they developed using Three-Dimensional Virtual Reality (3D-VR) technology in cyber ethics education. They propose a new instructional method that teaches students to use three types of knowledge in their analyses of moral judgment problems: knowledge of ethical codes, ICT, and rational judgment. They also verify that this method is more effective than the conventional method. In addition, the authors developed e-learning material that provides students with analytical problems and feedback according to their ability to understand ethical codes. Reality and authenticity are key to learning for every student. To inculcate a sense of seriousness toward the problems in e-learning material, the authors devised various dialog methods and built an effective instructional design model, such as the three-way interaction model.


Computers ◽  
2019 ◽  
Vol 8 (2) ◽  
pp. 39 ◽  
Author(s):  
Asko Ellman ◽  
Tarja Tiainen

This paper describes the development of using virtual reality for work content in one application area over a decade. Virtual reality technology has developed rapidly; from walk-in CAVE-like virtual environments to head-mounted displays within a decade. In this paper, the development is studied through the lens of diffusion of innovation theory, which focuses not only on innovation itself, but also on the social system. The development of virtual technology is studied by one case, which is cabin design in the mobile work machine industry. This design process has been especially suitable for using virtual reality technology.


2011 ◽  
Vol 328-330 ◽  
pp. 67-70
Author(s):  
Zhao Qian Wang ◽  
Tian Biao Yu ◽  
Chang Xin Wang ◽  
Ye Zou ◽  
Hai Feng Zhao ◽  
...  

Based on the distributed virtual reality technology, combining the interactivity of language VRML and network’s superiority of Java/JavaScript, this paper developed a function simulation system of the TBM, which avoids the single product launch of the network forms as well as the expensiveness shortcomings of augmented reality simulation systems. This system can simulate the movement of TBM presentations, virtual assembly and mining process, fully utilizes the advantages of VRML. The customers can get a full, screen real and powerful understanding of product performance using this system for simulating a three-dimensional movement and excavation process of the TBM, such as on the real environment. This system simulation method does not rely on the expensive virtual reality simulation platforms, but it has a facilitating transmission speed for a small size of system files, which is characterized by free installation, interactivity, authenticity and low cost.


2019 ◽  
Vol 4 (1) ◽  
pp. 10-15
Author(s):  
Mohamed Abdelsalam ◽  

E-learning has become a prominent and effective role in recent years. The factor of place and time became ineffective in the educational process. So that anyone can learn anywhere in the world. The educational services that benefit the learner during the educational process as well as the factors of assistance are important elements that help in the success of the educational process in the environment of e-learning. The more these services, the greater the benefit from e-learning. But its way of reviewing electronic content is still ineffective. Therefore it was necessary to create a suitable environment for the learner is similar to the real reality. Through which the learner feels the integration and concentration in the academic content as if it were realistic. So, the trend was to take advantage of the virtual reality technology that have become effective in all fields. The use of this technology will help the learner gain more realism and make full use of the electronic content. This study reviews the effect of the use of virtual reality technology in the review of the learner's electronic content, as well as the attitudes and opinions of the students of the Business Information Systems program at the Faculty of Commerce, Helwan University, Cairo, Egypt, about the use of this technology and to what extent will effect on change and effectiveness in the quality of educational process


Author(s):  
Yang Junko ◽  
Chia-Hsiang Hsu ◽  
Tsong-Zen Liu

AbstractVirtual reality technology in recent year has been a hot topic in tourism and hospitality field, both for research and practical purposes. Virtual technology has some limitation, such as costs and time, which can be addressed by a different form of virtual technology, which is video games. The purpose of this study is to analyze the effects of mental imagery, sense of presence and addition of storytelling towards tourism experience by using video games as a medium. Previous studies have analyzed effects of mental imagery and presence towards the tourism experience, but there is lack of research in using storytelling or narratives to add to the tourism experience. Storytelling has been studied in marketing field, and has been found to be a great marketing tool, because people love to hear stories. Video games can be a better tool for delivering storytelling, while providing solid mental imagery and a sense of presence to the location. The methodology proposed for this study is a quantitative approach, using survey questionnaire as a tool. Two sampling method is proposed. The first is to use players of location-based games as the population, and randomly take the sample. The second method is to uses tourists or potential tourists of a destination, have the respondents try out the game, and answer the questionnaire. The proposed research could provide the importance of storytelling to be added for virtual reality and video games usage in tourism and hospitality field.


2015 ◽  
Vol 61 (2) ◽  
pp. 121-125
Author(s):  
Simona Andreea Sandu ◽  
◽  
Călin Dan Neamţu ◽  
Sorin Dan Grigorescu ◽  
Cosmin Karl Bănică ◽  
...  

The virtual reality technologies can be included into the e-learning system, according to specialized studies. At present education system is in a period of transition from traditional to digital and virtual. Out of the benefits of using the 3D technologies in education, we name: 3D virtual learning solutions involving students in the learning process, helping them to understand faster various concepts, to remember knowledge; access to technology; complete the learning experience. In a lot of universities the majority of systems based on VR technologies are in their experimental stage, the issue of dental prosthetics being less or not at all approached.


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