scholarly journals Design of Education Application based on Shiva 3D Platform

Author(s):  
Hui Sun

With the popular spread of electronic products, more and more related applications based on a virtual platform are being utilized. Meanwhile, more and more concerns are surfacing about the implementation of the functionality of virtual reality technology in the education or training field. The paper gives a specific example to propose the characteristics of a gaming education application based on Shiva 3D game engine. The implementation of this kind of application indicates that virtual reality technology of video games can be used in self-learning in education and training and can have significant results.

Author(s):  
Thanh thi Nguyen ◽  
Tung Huy Le ◽  
Lac Xuan Nguyen

Virtual reality technology currently tends to develop and apply strongly in all areas of social life. Therefore, the application of virtual reality technology in education and training is becoming more and more urgent. If we know how to effectively exploit and apply virtual reality technology to the design of the education and training process, the teaching of teachers and the acquisition of learners' knowledge will become easy, born dynamic. However, in order to achieve high efficiency, it is necessary to have a creative, flexible and appropriate application based on the actual conditions of each field, each school, the learning ability of learners, the ability to use using modern teaching facilities of teachers, specific subjects


Sainteks ◽  
2020 ◽  
Vol 16 (1) ◽  
Author(s):  
Pajar Sidiq ◽  
Hindayati Mustafidah
Keyword(s):  
3D Game ◽  

Haji merupakan rukun Islam yang kelima yang wajib dilaksanakan oleh seorang muslim yang telah mampu melaksanakannya. Manasik haji pada dasarnya adalah memberikan pelajaran atau informasi mengenai tata cara melaksanakan ibadah haji, sehingga tidak hanya terbatas pada calon jama’ah haji, biasanya masyarakat beragama muslim mempelajari tata cara melaksanakan ibadah haji dengan menggunakan buku-buku atau dengan cara memperagakan langsung dengan cara mensimulasikan tata cara ibadah haji sesuai dengan kondisi yang sebenarnya. Namun banyak kalangan masyarakat muslim yang enggan mendalami manasik haji, dikarenakan beberapa hal seperti tidak adanya waktu, dan kurangnya minat mempelajari dikarenakan kurang menarik dan tidak praktis. Dari hal tersebut sehingga muncul ide untuk membuat aplikasi simulasi manasik haji berbasis virtual 3D, aplikasi ini berisi tentang simulasi untuk rukun haji. Aplikasi manasik haji berbasis virtual reality ini dirancang dan dibuat dengan menggunakan software 3Ds Max dan unity 3D Game Engine. Hasil penelitian berupa aplikasi manasik haji yang dapat menampilkan simulasi virtual reality, yang meliputi simulasi tiba di bandara, Wukuf di Arafah, Mabit di Muzdalifah, Mabit di Mina, Jumrah, Tawaf, Sa’i dan simulasi Tahallul. Dengan adanya aplikasi ini diharapkan akan terjadi peningkatan minat masyarakat dalam mempelajari tata cara pelaksanaan ibadah haji.Kata kunci : virtual reality, manasik haji, simulasi, 3D.


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.


2020 ◽  
Vol 27 (3) ◽  
pp. 257-273 ◽  
Author(s):  
Priska Breves

Video games are one of the most popular media forms in today's society, but are often criticized for various reasons. For instance, mainstream video games do not incorporate enough racially diverse game characters or are often connected to adolescents’ levels of aggression and have thus been the focus of many debates. While the negative consequences of video games have been analyzed by many academic studies, research on the prosocial effects of video games is scarce. To address this research gap and support the ongoing call for more diverse video game characters, this study used a 3 × 1 between-subjects design ( N = 86) to test the impact of racially diverse non-playable characters (NPCs). The parasocial contact hypothesis was used as the theoretical foundation, incorporating virtual reality technology as an intensifier of effects. The results showed that helping a Black NPC did not reduce implicit bias, but reduced explicit bias towards Black people. This improvement was stronger when the video game was played using virtual reality technology than when using a traditional two-dimensional gaming device.


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