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Virtual Reality and Its Application in Education

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Nguyễn Gia Hào

Academic year: 2023

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The publisher assumes no responsibility for any damage or injury to persons or property resulting from the use of materials, instructions, methods, or ideas contained in the book. Selection of our books indexed in the Book Citation Index in Web of Science™ Core Collection (BKCI).

Introduction

I would like to express my sincere thanks to all authors and co-authors for their contributions.

Definition and principles of virtual reality

An example of such a development is the technology of virtual reality (VR) or virtual environment (VE). Virtual reality is a computer-created sensory experience that enables the user to believe in apparent reality.

Virtual reality equipment

Processed information about the position of the body computer is stored, graphically displayed or assigned to an object that interacts with the user. Matching the position with the visual information increases the sense of participation in the simulation.

Applications of virtual reality

The role of motion sensors is to indicate the position of objects in the real world and transmit the information to the computer. One of the biggest investors in the field of virtual reality is the military organization, and many VR technologies are built into various simulators of military equipment.

Augmented reality

These ideas are considered in the light of philosopher Henri Bergson's concepts of absolute and relative. These ideas are considered in the light of philosopher Henri Bergson's concepts of absolute and relative.

Virtuality

It is impossible to ignore the terror and disruption that a virus has created around the world. The sublime, along with its dose of danger, has a positive connotation of transcendence and awe [1].

Digital materiality

To put it bluntly, digital is the conversion of information into binary numbers - virtual is our imagination. Machine habit..The medium of the digital is possibility, not virtuality, [original emphasis] nor potentiality.

Analogue versus digital

Implications for artistic methodology lie in the immutability of the element as a building block for AR/VR creation. A fully immersive experience is still only an ideal that anchors one end of the AR/VR spectrum.

The body in the digital virtual

The digital, virtual or otherwise, is deeply intertwined in our understanding of the world through our bodies. We use the digital language to understand our own innate bodily processes.

Sensorial sensuality

These are just some of the obvious disincentives for the use of devices by anyone who differs from the highly idealized male body. These are just some of the obvious disincentives for the use of devices by anyone who differs from the highly idealized male body.

Tools extensions

Second, there is a first-person avatar in a console game that is the personification of the player, but is one and the same as the person it represents. Similarly, the idea of ​​the sublime, to which I turn next, destabilizes the boundaries of the self.

The virtual sublime

Longinus also asserts that "...the experience of the sublime is essential in that it brings about a relativization of knowledge" [43]. This is the essence of understanding the morphing character of the sublime and why it is so important to this chapter-. Along with the psychological implications of the virtual sublime, there is also the physical embodiment associated with VR.

Yearning

Along with the possibility inherent in this affect, there is an added ingredient in the virtual sublime, and that is longing. Here, Stewart makes connections that work so convincingly to argue for a longing for the digital virtual sublime. Available at: https://www.sensorystudies.org/sensorial-Investigations/the-expanding-field-of-sensory-studies/ [Accessed: 16 May 2020].

VR and developing oral presentation competence

Subsequent research showed that students' oral presentation competence can be developed using VR [6]. However, the teacher's role still remained crucial, as the data reports produced, provided by the VR system, had to be interpreted by the teacher in feedback messages to the student. Recent developments in technology and education have managed to translate quantitative data into qualitative feedback on aspects of presentation presentation.

Towards a set of principles for VR on presenting

Other researchers focused on the relationship between VR and the development of students' oral presentation skills. Further, another study proved that the interactive audience in VR encouraged the development of students' presentation skills [10]. First, the learning trajectories that promote students' presentational competence in VR must be directly related to the individual student's personal learning objectives.

Practical implications for effective use of VR

If mobile, customized learning environments in VR are enabled before a presentation task for a real client, this could influence the motivation of the individual learner and consequently stimulate the development of the learner's oral presentation competence [3]. However, the presentation literature has revealed that both non-expert and expert models can promote students' presentation self-efficacy [3]. Practicing in front of a virtual audience in different contexts is considered one of the key principles for virtual learning environments that promote students' presentational competencies.

Constructing a research agenda on VR and presenting

However, some implications for educational practice remain regarding the implementation of VR in introductory education. Integrating VR into education means that teachers, teacher educators, curriculum designers and trainers need to be trained before engaging in VR-supported formative assessment processes.

Conclusion

Within the VR project on developing oral presentation skills, the following partners worked together: (1) VR-Lab of the Hogeschool Utrecht, (2) CoVince Adventurous Learning and (3) partner schools of the NOA Group in Amsterdam. Use of Three-Dimensional (3D) Immersive Virtual Worlds in K-12 and Higher Education Settings: A Review of the Research. Uwaifo [7] complained that only a small proportion of students benefit from the current system used in technical and vocational education.

Virtual reality

One other concern is the possible side effects and after effects of exposure to virtual reality. The study showed that virtual reality is an effective tool for teaching and learning skills. Virtual reality (VR) is one of the most progressive, rapidly developing segments in information technology.

Theoretical scope

Methodology 1 Research materials

VR 3D model

The digital 3D model of the building was created in accordance with the current dimensions and compared with historical plans and construction phases as they were identified. Some standard components of the models (Industry Props Pack, Handyman Tool Pack) are from UE Marketplace and Turbosquid (screws, watering can), and graphic works are carried with texturing, UV mapping (UV layout), animation and programming (Textured: Quixel NDO, DDO, Substance Painter and Designer). Final VR 3D model of the virtual presentation was presented by VR headset Oculus Rift in the Piešťany Power Station, where it was possible to compare the current and historical status on the site - an overlay of physical and virtual reality (photo: O. Virág, Ľ. Dait, M. Ganobjak, 2016).

User tracking and data processing

In our case, 24 distances of the objects were measured from each position in the grid. It measured the openness of the space in the created planar heatmap, which was equally sampled in 4-pixel samples. The outputs were the samples created from the heat map of the user behavior, the four outputs.

Testing

The training set consists of 80% examples and is intended for supervised learning of the ANN. Space measurements and sampling were done in Grasshopper, procedural modeling plug-in for Rhinoceros 6. This influences the observer's imagination and enables his better immersion, the so-called.

Results

  • Education and experience
  • Questionnaires
  • Tracking
  • ANN predictions

The output of the project is intended to be applied in the Popular Science Center of the Piešťany Power Plant as a new permanent part of the exhibition. Most of the respondents would visit the old power plant for education by VR. During the visit to the virtual machine hall, the positions of visitors and their points of view were followed.

Discussion

Although VR offered the ideal experimental control and sterile laboratory environment with machine vision technology, it is possible to track people in real space, making it possible to match their behavior with the spatial properties. The experience of a VR scene installed in the original machine hall is supported by the real in situ smell of heavy oil, which is still possible to smell in the existing premises. Virtual reality with synchronized movement enables a walk from anywhere, even outside Pieštany, in the historic but non-existent interior of the Machine Hall from 1906.

Conclusion

We have developed a comprehensive co-creation methodology for designing interactive and immersive multi-sensory virtual reality experiences with a special focus on people with special needs. We demonstrate in detail the use of this methodology to build an interactive and immersive VR installation for people with special needs. In addition, people with disabilities need to participate in the design process in order to be fully included [28].

The process of co-designing an immersive and interactive installation To design a user-centered, immersive, and interactive installation that addresses

Empathy

It started when we first explored the problem of designing immersive installations for people with disabilities. In addition, involving participants in the design process showed us that making these installations accessible for people with disabilities involves sharing visions. In the summer of 2017, we started recruiting and interviewing a wide range of people with special needs.

Ideation

The installation was inspired by the often moving testimonies of the qualitative study participants, as well as the childhood experiences of lead designer A. In addition, access to the location was offered at two different times of the day (morning and late evening). The view from the wooden platform in front of the cottage, during the day.

Experiencing the - réhla (Odyssey) installation

Data collection and analysis

The white room itself was built over 2 weeks in the final period before installation began. What do you think about being able to actively interact with the installation (eg changing colours, sounds and decor). What do you think about the concept of the installation (visiting two inaccessible natural areas).

Results

Almost all participants from the subject pool agreed that being able to relax in spaces such as a beach or forest was only possible because of the accessibility elements we had integrated into the design. I loved every aspect of the installation, from the high quality images to the sounds of the birds and waves, everything was perfect. When we discussed the multisensory aspects of the experience with the participants, they described how they felt when they were able to experience the installation through their senses.

Discussion and conclusion

Involving me in creating the experience by changing the colors made me feel more in control. Of the guest group, only a few participants confirmed that they became more sensitive to accessibility issues for people with disabilities from the start of the experience. Ethics approval for the installation study was requested and obtained from the Research Ethics Board of the IRDPQ in January 2019.

Referensi

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