virtual reality technology
Recently Published Documents


TOTAL DOCUMENTS

1518
(FIVE YEARS 729)

H-INDEX

25
(FIVE YEARS 7)

2022 ◽  
Vol 2022 ◽  
pp. 1-14
Author(s):  
Yufeng Liu ◽  
Tongsheng Liu ◽  
Qiaoyun Ma

With the progress of society and the development of economy, people pay more and more attention to education, and traditional teaching methods are gradually unable to meet the modern teaching system. As a leader in modern information technology, virtual reality technology has developed rapidly in recent years, and virtual reality technology has also been introduced into many fields, such as teaching. Based on the immersive and extended characteristics of virtual reality, this paper proposes a virtual reality active visual interaction method based on the visual sensor. Based on virtual teaching, after 3 months of learning, the average, standard deviation, and average standard error of the experimental group’s performance are higher than those of the control group. Compared with the control group, the experimental group’s performance has increased by 8.25%. The difference is statistically significant. Learning significance ( P < 0.05 ), immersive virtual reality teaching has played a significant role in the effect, which can greatly improve the cognitive experience of students and achieve a good learning experience and effect.


2022 ◽  
Vol 2022 ◽  
pp. 1-6
Author(s):  
Ling He ◽  
Shanshan Zhu

Within a few decades of development, Internet is been refreshing the world’s awareness of its development and potentials at an unexpected speed. In recent years, virtual reality technology has begun to be applied to more and more fields. Especially in instant transmission of information, the applications of VR are incomparable. Akin to the wide-ranged advantages of the technology in education and health, the applications of VR in the art of artistic image designing need to be addressed. With this research work, a comprehensive study is presented about the applications of virtual reality in the art of image visualization. The research intends to analyze the possibility of intermingling modern image visualization with the emerging VR technology. Following a systematic approach, the history and development of display design are reviewed besides studying the artistry techniques used in the technology of art image visualization design. The interdisciplinary association of the two fields is explored with the help of relevant algorithms. The model proposed in the paper for the design of art image is based on the visual interactive process, rigorous assembly sequence, and appropriate equipment mode. As a result, the whole design process is more controllable and feasible. The suggested design concept is verified dynamically. Through the collection and comparison of feedback information, the hypothesis algorithm of the model is updated to accommodate the dynamic information so that to reflect the complete image design process. To assess performance of the model, evaluation was conducted from various perspectives. The three basic image operations such as illumination change, occlusion change, and color change were performed by using the two technologies such as the traditional image design and VR-based image design. From the comparison of experimental data, it was revealed that the effects of traditional art image visualization products produced by the art image visualization and that of VR technology are quite different. For instance, the visualization score achieved for the lighting change operation using the VR technology was 95.48%, whereas 85.57% was obtained for the same operation using the traditional image design technology. Similarly, while adding visual effects using the VR technology, an average of 9% higher score was obtained for the said image operations. The promising results attained for the VR-based design testify that the technology is feasible and suitable to be intermingled with the visual design of art image. As a whole, the findings justify that the proposed approach is quite applicable in visual design of art image systems. In view of the significance of the research, the study can be extended to related domains of computer-based designing and visualization as well.


Author(s):  
Zhihong He ◽  
Wenjie Jia ◽  
Erhua Sun ◽  
Huilong Sun

The existing optimization methods have the problem of image edge blur, which leads to a high degree of shadow residue. In order to address this problem, reduce the shadow residual degree, this paper designs a 3D video image processing effect optimization method supported by virtual reality technology. Coding was used to eliminate redundant data in video and eliminate image noise using median filtering. The virtual reality technology detects the image edge and determines the motion offset between the image frames. According to the motion parameters of the camera carrier obtained from the motion estimation, the feature point matching algorithm constructs the video image motion model, and uses the camera calibration technology to set the processing effect optimization mode. It is optimized by perspective projection transformation. Experimental results: the average shadow residual degree of the optimization method and the two existing optimization methods are 3.108%, 6.167% and 6.396% respectively, which proves that the optimization method combined with virtual reality technology has higher practical application value.


2022 ◽  
Vol 27 ◽  
pp. 269-289
Author(s):  
Bahaa Mustafa

This paper will look at the use of innovative and advanced technology teaching methods to support the goal of learning enhancement by using established teaching concepts. The primary aim is to explore the potential for using leading-edge virtual reality technology to help students learn and understand various concepts. The utility of the technology was examined by studying the latest 3D programming tools. Additionally, there were several styles of animation used. The results showed that Virtual Reality technologies can play a role in education and learning when supported by established learning and teaching concepts.


2022 ◽  
pp. 1-6
Author(s):  
Li-Wen Wang ◽  
Jian-Feng Liu ◽  
Wen-Peng Xie ◽  
Qiang Chen ◽  
Hua Cao

Abstract Purpose: This study explored the effects of condition notification based on virtual reality technology on the anxiety levels of parents of children with simple CHD. Methods: The subjects of the study were the parents of 60 children with simple CHD who were treated in our centre. The state anxiety scale was used to assess the anxiety status of the parents of the children before and after the condition notification in different ways (based on virtual reality explanations and written explanations). Results: In this study, a total of 55 parents of children with CHD successfully completed the survey. At the time of admission, there was no significant difference in the state anxiety scale scores of the parents between the two groups. The anxiety status of the virtual reality group was relieved after the condition notification assisted by virtual reality technology, and there was a significant difference compared with the control group. Conclusion: Condition notification based on virtual reality technology can effectively alleviate the anxiety of parents of children with simple CHD, which is worthy of clinical application.


2022 ◽  
Vol 2 ◽  
Author(s):  
Kathryn L. Smith ◽  
Yang Wang ◽  
Luana Colloca

Introduction: Virtual reality (VR) has the potential to lessen pain and anxiety experienced by pediatric patients undergoing burn wound care procedures. Population-specific variables require novel technological application and thus, a systematic review among studies on its impact is warranted.Objective: The objective of this review was to evaluate the effectiveness of VR on pain in children with burn injuries undergoing wound care procedures.Methods: A systematic literature review was performed using PubMed and CINAHL databases from January 2010 to July 2021 with the keywords “pediatric,” “burn,” “virtual reality,” and “pain.” We included experimental studies of between- and within-subjects designs in which pediatric patients’ exposure to virtual reality technology during burn wound care functioned as the intervention of interest. Two researchers independently performed the literature search, made judgements of inclusion/exclusion based on agreed-upon criteria, abstracted data, and assessed quality of evidence using a standardized appraisal tool. A meta-analysis was conducted to evaluate the effectiveness of the VR on burning procedural pain in pediatric population. Standardized mean difference (SMD) was used as an index of combined effect size, and a random effect model was used for meta-analysis.Results: Ten articles published between January 2010 and July 2021 passed the selection criteria: six randomized controlled trials and four randomized repeated-measures studies. Consistent results among the studies provided support for VR as effective in reducing pain and potentially pain related anxiety in children undergoing burn wound care through preprocedural preparation (n = 2) and procedural intervention (n = 8). A random effects meta-analysis model indicated a moderate and significant combined effect size (SMD = 0.60, 95% CI = 0.28–0.93, p = 0.0031) of VR effects on pain intensity ratings with no significant heterogeneity of VR intervention effects between studies. Only one study reported direct influence of VR intervention on pre-procedural situational anxiety with a moderate effect size (Cohen’s d = 0.575, 95%CI = 0.11–1.04).Conclusion: Children’s exposure to VR during burn care procedures was associated with lower levels of pain and pain related anxiety. Moderate to large effect sizes support the integration of VR into traditional pediatric burn pain protocols irrespective of innovative delivery methods and content required for use in burned pediatric patients.


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.


Sign in / Sign up

Export Citation Format

Share Document