interactive environment
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2022 ◽  
Vol 2146 (1) ◽  
pp. 012027
Author(s):  
Yang Sun

Abstract There are many p roblems and shortcomings in traditional 3D modeling tech of environment design, and there is a great room for amelioration in reconstruction method and reconstruction precision. As an intelligent means integrating computer, info network and big data, CAD can create a more experiential and interactive environment design atmosphere. Based on this, this paper first analyses the concept and connotation of 3D modeling of environmental design, then studies the computer-aided environment design, and finally gives the 3D modeling tech of computer-aided environmental design.


Author(s):  
Yu.S. Bushlanova ◽  

Statement of the problem. Often, due to the lack of knowledge about the world of professions, the divergent influence of the family, school and the media in matters of professional identification, the lack of high-quality professional information, the lack of practical experience in professional activities, high school graduates cannot accurately determine the stages of further education, that is, build an individual educational route of professional identification. To increase the efficiency of the process of professional identification of a high school graduate, assistance is required not only in choosing a profession, but also in finding resources to develop and implement an adequate educational and professional scenario, as well as in training in the independent use of these resources. Today’s digital technologies are of help. The purpose of the article is to present (reveal) the capabilities of the digital educational and methodological complex “School skills. Pro Professions” in the work on vocational guidance and professional identification of high school students in an interactive environment. The methodological basis of the study includes the works by E.A. Klimov, N.S. Pryazhnikov, S.N. Chistyakova and other Russian and foreign researchers (S. Fukuyama, J. Golland, E. Bern). Professional identification of a person is defined as a conscious process of building a personal professional plan when choosing a profession on the basis of analysis, assessment of the internal resources of the subject of choice, correlation with the requirements of the profession, as well as the readiness of the person for professional choice. Professional identification is connected with the formation of components of the psychological system of professional formation and realization of personality on the basis of knowledge/self-knowledge and assessment/self-assessment of social and professional requirements, conditions of professionalization and individual capabilities of the subject of work. Research results. The article reveals the possibilities of the digital educational and methodological complex “School skills. Pro Profession” in the work on vocational guidance and professional identification of high school students in an interactive environment. Digital Educational and Methodological Complex (DEMC) is presented as a structured set of educational tools, electronic normative and educational documentation, a set of electronic educational resources, information and communication technology tools and automated systems containing interconnected content and intended for joint use by participants for effective training in programmes for the development of soft skills, as well as studying up educational subjects, courses, disciplines on professional identification in the context of digital transformation of the educational process. Conclusions. The introduction of information technologies in such a field of development of high school students as a choice of a future profession creates conditions for strengthening the integration of educational and subject areas with extracurricular practice, additional education, strengthening the specialized training of schoolchildren on the basis of variability of programmes, taking into account their interests, inclinations, abilities and demands of the labour market, gaining practical experience for a reasonable choice of a training profile, which ensures the effectiveness of high school students building an individual route of professional identification.


2021 ◽  
pp. 107815522110638
Author(s):  
Kathryn Norville ◽  
Ashok Philip ◽  
Zachery Halford

Introduction Simulation and gamification are two popular educational tools utilized to enhance student learning and engagement. This study aimed to evaluate the effectiveness of integrating a hybrid cancer clinic simulation into the curricula for third-year pharmacy (P3) students. Methods This prospective, single-arm pilot study incorporated a mixed-method learning activity involving patient simulation and escape room elements. Two cancer clinic simulations were developed by faculty members. For each clinic, students were randomly divided into 6 groups and tasked with completing a series of Pharmacist Patient Care Process (PPCP) activities involving patient actors. The PPCP activities were interwoven with engaging puzzles and games to simulate an escape room. Student learning and retention was measured by pre- and post-simulation quizzes and course level exams. A perceptions survey was administered after each simulation activity. Results Thirty-six students participated in both cancer clinic simulations, with 100% completing all aspects of the study. Mean student quiz scores improved from 61.4% to 81.7% (p < 0.0001) and 52.6% to 81.8% (p < 0.0001) following the first and second simulations, respectively. Exam performance improved for 16 out of 19 exam questions, with a significant increase in 4 questions (p < 0.05). Students overwhelmingly agreed that the cancer clinic simulations 1) reinforced knowledge, 2) facilitated PPCP, 3) improved their ability to make chemotherapeutic recommendations, 4) enhanced problem-solving skills, and 5) encouraged collaboration. Conclusion This innovative hybrid simulation enhanced oncology-related knowledge and supported an interactive environment that improved student confidence and teamwork. Students enjoyed the simulations and recommended continuation for all future cohorts.


2021 ◽  
Author(s):  
Tiancheng Yang ◽  
Shah Nazir

Abstract With the development and advancement of information technology, artificial intelligence (AI) and machine learning (ML) are applied in every sector of life. Among these applications, music is one of them which has gained attention in the last couple of years. The music industry is revolutionized with AIbased innovative and intelligent techniques. It is very convenient for composers to compose music of high quality using these technologies. Artificial intelligence and Music (AIM) is one of the emerging fields used to generate and manage sounds for different media like the Internet, games, etc. Sounds in the games are very effective and can be made more attractive by implementing AI approaches. The quality of sounds in the game directly impacts the productivity and experience of the player. With computer-assisted technologies, the game designers can create sounds for different scenarios or situations like horror and suspense and provide gamer information. The practical and productive audio of a game can guide visually impaired people during other events in the game. For the better creation and composition of music, good quality of knowledge about musicology is essential. Due to AIM, there are a lot of intelligent and interactive tools available for the efficiency and effective learning of music. The learners can be provided with a very reliable and interactive environment based on artificial intelligence. The current study has considered presenting a detailed overview of the literature available in the area of research. The study has demonstrated literature analysis from various perspectives, which will become evidence for researchers to devise novel solutions in the field.


Author(s):  
Danny Xie Li ◽  
Esteban Jiménez Valverde ◽  
Esteban Arias Méndez

The Covid-19 pandemic has forced us to change the way we used to handle education in our homes, through sanitary restrictions that seek to prohibit or reduce physical contact, moving from the traditional way to a virtual methodology; reason for which we must look for new solutions to adapt to this new teaching strategy. In addition, the pandemic has accelerated the arrival of the 4.0 revolution or technological revolution, where new challenges arise for society. The above reasons serve to justify and encourage that STEM education cannot stop. However, given the crisis we are experiencing and the solutions provided, the excessive use of virtual environments can affect areas such as psychological, social, etc. Through this project, a learning model implemented through volunteers is proposed, based on an interactive semi-virtual environment, where the participant can interact synchronously with a volunteering model provided by the volunteer tutor, and the learning process is supported through workshops and the use of virtual tools.


2021 ◽  
Author(s):  
Andrey V. Vlasov ◽  
Oksana O. Zinchenko ◽  
Zhenjie Zhao ◽  
Mansur Bakaev ◽  
Arsenjy Karavaev

2021 ◽  
Vol 10 (11) ◽  
pp. 743
Author(s):  
Xiaohui Huang ◽  
Junqing Fan ◽  
Ze Deng ◽  
Jining Yan ◽  
Jiabao Li ◽  
...  

Multi-source Internet of Things (IoT) data, archived in institutions’ repositories, are becoming more and more widely open-sourced to make them publicly accessed by scientists, developers, and decision makers via web services to promote researches on geohazards prevention. In this paper, we design and implement a big data-turbocharged system for effective IoT data management following the data lake architecture. We first propose a multi-threading parallel data ingestion method to ingest IoT data from institutions’ data repositories in parallel. Next, we design storage strategies for both ingested IoT data and processed IoT data to store them in a scalable, reliable storage environment. We also build a distributed cache layer to enable fast access to IoT data. Then, we provide users with a unified, SQL-based interactive environment to enable IoT data exploration by leveraging the processing ability of Apache Spark. In addition, we design a standard-based metadata model to describe ingested IoT data and thus support IoT dataset discovery. Finally, we implement a prototype system and conduct experiments on real IoT data repositories to evaluate the efficiency of the proposed system.


2021 ◽  
Author(s):  
Aaditya Naik ◽  
Jonathan Mendelson ◽  
Nathaniel Sands ◽  
Yuepeng Wang ◽  
Mayur Naik ◽  
...  

2021 ◽  
Vol 6 ◽  
Author(s):  
Marcio Dorn ◽  
Rodrigo Ligabue-Braun ◽  
Hugo Verli

The development and application of bioinformatics has been growing steadily, but its learning and training has been lagging. We have approached this problem through a bi-annual event, called EGB (Escola Gaúcha de Bioinformática), dedicated to undergraduate and graduate students (mainly from biology, biomedicine, chemistry, physics, and computer sciences), as well as professionals, to mingle and be presented to bioinformatics from sequence, structure, and computational standpoints simultaneously. The interactive environment provided by EGB allows for participants mingling, independently from their training background, fostering collaborative learning and experience exchange. Both lecturers and students are encouraged to collaborate and communicate, with no formal acknowledgement of “status differentiation”.


2021 ◽  
Author(s):  
Luca Crosato ◽  
Chongfeng Wei ◽  
Edmond S. L. Ho ◽  
Hubert P. H. Shum

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