scholarly journals IMPACT OF SIMPLE VIRTUAL TECHNOLOGY APPLICATION IN ARCHITECTURAL EDUCATION

2021 ◽  
Vol 48 (2) ◽  
pp. 87-96
Author(s):  
Bramasta Putra Redyantanu ◽  
Altrerosje Asri

The development of technology cannot be separated from the development of science, including the learning method. There is an elective course named Virtual Reality Architecture in Architecture Department of Petra Chrisitan University. This course focuses on the process of learning architecture at the stage of presenting and communicating ideas. The virtual technology used as a learning method includes three types of technology, animation, augmented reality and virtual reality. The three technologies are elaborated as a simulation method. The simplicity of its application can be seen in the support for hardware, software, and special devices used by students in their daily lives. This study aims to test the achievement of goals at the final level of learning. Students who have attended this lecture are then interviewed and observed, in relation to proving whether this simple virtual technology can be a supporter in the learning process in the architecture study program.

2021 ◽  
Vol 14 (1) ◽  
pp. 11
Author(s):  
Yudith Vega Paramitadevi ◽  
Faldiena Marcelita ◽  
Ana Turyanti

Abstrak: Penciptaan dan pengembangan material pembelajaran dalam situasi ketidakpastian saat ini merupakan tantangan yang dihadapi pendidik. Tantangan tersebut terjawab seiring teknologi Augmented dan Virtual Reality (AR dan VR) mulai diterapkan di kelas praktikum. Pengembangan modul praktikum mata kuliah Kualitas Udara dan penilaian keberterimaan modul bagi mahasiswa Prodi D3 Teknik dan Manajemen Lingkungan merupakan tujuan dalam penelitian ini.  Modul terdiri dari buku panduan, marker AR, aplikasi KU-AR dan kuisioner formatif yang diisi oleh responden 28 mahasiswa. Analisis formatif menunjukkan mayoritas mahasiswa dapat menerima modul dan menjadi termotivasi untuk mempelajari desain alat pengendali pencemar udara lanjutan. Pengenalan alat pengendali pencemar udara melalui modul AR dapat memberikan pengalaman yang berguna bagi mahasiswa, khususnya vokasi. Kata Kunci: alat pengendali, aplikasi KU-AR, modul praktikum, pengembanganAbstract: The creation and development of learning materials in today's uncertainty is a challenge for educators.  Augmented and Virtual Reality (AR and VR) technologies responded to this challenge since they began to be applied in practicum classes. The development of the practicum module for the Air Quality course and the assessment of module acceptance for D3 Engineering and Environmental Management Study Program students are the objectives of this research. The module consists of a guidebook, AR markers, the KU-AR application, and a formative questionnaire filled out by 28 student respondents. The constructive analysis shows that most students can receive the module and become motivated to study advanced air pollutant control design. The introduction of air pollutant controllers through the AR module can provide a useful experience for students, especially vocational students.Keywords: air pollutant controller, development, KU-AR application, practicum module


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.


2022 ◽  
pp. 99-116
Author(s):  
Israel Barrutia Barreto ◽  
Fabrizio Del Carpio Delgado ◽  
Dometila Mamani Jilaja ◽  
Gino Frank Laque Córdova ◽  
Renzo Antonio Seminario Córdova

This chapter seeks to explore from the reflexivity approach the current state of virtual and augmented technologies in various surgical procedures, analyzing the most relevant technological progress as well as the latest practical applications that have been developed. Bibliographic, documentary, and descriptive were the methodologies of research; the information was collected from various scientific articles from indexed journals and websites, using keywords such as “virtual reality,” “augmented reality,” and “surgical procedure” in search engines. Furthermore, technological progress in various branches that include surgery is explored in this chapter, which is focused on the research and technology application of virtual and augmented reality as well as the challenges.


2020 ◽  
Vol 9 (3) ◽  
pp. 665
Author(s):  
Abdulrazak M Aman ◽  
Norshuhada Shiratuddin

In this article, it is reported about Virtual Reality and Augmented Reality, its impact on the technology world, and change it induced in the digital world. Virtual Reality is the next step in the evolution of technology, changing the face of technology, and whole new experience. Virtual Reality and Augmented Reality changing people’s daily lives and serving the helpless beings on the planet. Hence, helping to improve the educational system, introducing an innovative and compulsive method of teaching, creating new opportunities for helping out the refugee children in refugee children with lesser resources and opportunities. Identifying the current problems in the educational system, virtual Reality, and augmented Reality, providing solutions for the pre-existing problems in the system. Use of VR and AR for students with fewer resources to increase their exposure to the world. Conducting Virtual Reality trips, VR education in refugee camps, and use of VR to reach out to children with no formal education. Use of VR for educational purposes for refugee children and teachers in Turkey, Germany, Syria, Jordan, and all over the globe. Future of VR and AR, its impact on the world in the coming years, providing a completely new experience and visualization of the digital world.   


2021 ◽  
Vol 14 (2) ◽  
pp. 552-570
Author(s):  
Natasha Virmozelova Angelova

In this interview are presented some terms related to the simulated environment and virtual reality (VR), augmented reality (AR), mixed reality (MR). Some peculiarities of VR immersion are discussed and its use for psychological, scientific, educational, and business purposes. Boyan Milushev revealed the benefits of VR application in different life areas.


2014 ◽  
Vol 620 ◽  
pp. 154-157
Author(s):  
Xiao Yang Pan ◽  
Xiao Jia Wei

it is to make the designers for the virtual reality technology application in automobile modeling have a certain understanding, By comparing the traditional car model making process and the latest virtual technology . Compared with Industrial Modelling Design of Automobiles and Man-Machine Engineering, the VRT could save enormous manpower and the material resources. Futhermore, it has a revolutionary change in the aspects of modeling precision and modifiability. it provides technical direction for Automobile Modeling.


Author(s):  
Sharafat Hussain

Whether we go to a restaurant or jogging, almost all the experiences in our daily lives consist of what we see, hear, smell, taste, and feel. Lately, especially in the COVID-19-affected world, many of these multisensory experiences have been transformed and capitalized through invents in technology. This chapter looks at the technological advancements in the area of new interactive technologies and multisensory experiences. This chapter describes the basics of multisensory experiences, the relationship between the human senses and technologies. It discusses the concepts that help analyze and explain how the senses interact with each other. Further, this chapter highlights the difference between virtual reality, augmented reality, and mixed reality using the reality-virtuality continuum. In the end, this chapter underscores some ethical concerns, our responsibility towards it, and what the future of those multisensory experiences may hold for us.


2012 ◽  
Author(s):  
R. A. Grier ◽  
H. Thiruvengada ◽  
S. R. Ellis ◽  
P. Havig ◽  
K. S. Hale ◽  
...  

2019 ◽  
Vol 16 (2) ◽  
pp. 22-31
Author(s):  
Christian Zabel ◽  
Gernot Heisenberg

Getrieben durch populäre Produkte und Anwendungen wie Oculus Rift, Pokémon Go oder der Samsung Gear stößt Virtual Reality, Augmented Reality und auch Mixed Reality auf zunehmend großes Interesse. Obwohl die zugrunde liegenden Technologien bereits seit den 1990er Jahren eingesetzt werden, ist eine breitere Adoption erst seit relativ kurzer Zeit zu beobachten. In der Folge ist ein sich schnell entwickelndes Ökosystem für VR und AR entstanden (Berg & Vance, 2017). Aus einer (medien-) politischen Perspektive interessiert dabei, welche Standortfaktoren die Ansiedlung und Agglomeration dieser Firmen begünstigen. Da die Wertschöpfungsaktivitäten sowohl hinsichtlich der Zielmärkte als auch der Leistungserstellung (z. B. starker Einsatz von IT und Hardware in der Produkterstellung) von denen klassischer Medienprodukte deutlich abweichen, kann insbesondere gefragt werden, ob die VR-, MR- und AR-Unternehmen mit Blick auf die Ansiedlungspolitik als Teil der Medienbranche aufzufassen sind und somit auf die für Medienunternehmen besonders relevanten Faktoren in ähnlichem Maße reagieren. Der vorliegende Aufsatz ist das Ergebnis eines Forschungsprojekts im Auftrag des Mediennetzwerks NRW, einer Tochterfirma der Film- und Medienstiftung NRW.


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