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1.
Stan Van Ginkel Dominic Ruiz Asko Mononen Cendel Karaman Ander de Keijzer Jirarat Sitthiworachart 《Journal of Computer Assisted Learning》2020,36(3):412-422
Feedback plays a central role in learning. Crucial to this is the nature and timing of the feedback. This experimental study explores the efficacy of immediate computer-mediated feedback within a virtual reality environment designed to facilitate the development of pre-university students' presentation skills. Two conditions were established to assess the efficacy: immediate computer-mediated feedback; a control condition of delayed expert-mediated feedback. Results showed improvement but no statistically relevant difference in performance gains between the two conditions, suggesting both can facilitate learning. Furthermore, students perceived the environment to be an effective and motivating platform in which to practise presentation skills. For educators seeking viable alternatives to face-to-face presentation practice and feedback, the finding that immediate computer-mediated feedback is potentially as effective in aiding presentation performance is crucial for two reasons: first, it expands practice opportunities for students; second, it could result in less pressure on resources, including time and staffing. 相似文献
2.
现今的中国比以往任何时候都需要高素质并掌握各种技能的技术工人。中国技工人数以及中高级技工的比例与发达国家相比尚有很大的差距,这与中国高速发展的经济状况是极不相符的,传统技工教育已不能完成这么庞大的教育工程。本文将探讨基于虚拟现实技术的新的培训模式——虚拟培训,分析虚拟现实技术独有的优势将给技工教育的发展注入强大的推动力.阐述虚拟培训系统的开发过程并试图总结开发模式。希望该文能够为相关人员提供借鉴,为中国经济保持高速发展提供有力的人才保障。 相似文献
3.
Heng Luo Gege Li Qinna Feng Yuqin Yang Mingzhang Zuo 《Journal of Computer Assisted Learning》2021,37(3):887-901
This study is a systematic review of 20 years of research on the usage of virtual reality (VR) in K-12 and higher education settings, which aims to consolidate, evaluate, and communicate evidence that can inform both the theory and practice of VR-based instruction. A total of 149 articles were selected from three major academic databases using search strings and manual screening protocols. The literature analysis emphasized four interrelated aspects of VR-based instruction: instructional context, instructional design, technological affordances, and research findings. The results revealed evolving trends in the VR literature in terms of publication patterns, pedagogical assumptions, equipment usage, and research methodologies, as well as the contextual factors behind VR adoption in education. Additionally, a meta-analysis was conducted to examine the efficacy of VR-based instruction, with results indicating an overall medium effect and several moderating factors. Finally, practical implications and a future research agenda for VR-based instruction are discussed. 相似文献
4.
现今的中国比以往任何时候都需要高素质并掌握各种技能的技术工人。中国技工人数以及中高级技工的比例与发达国家相比尚有很大的差距,这与中国高速发展的经济状况是极不相符的,传统技工教育已不能完成这么庞大的教育工程。本文将探讨基于虚拟现实技术的新的培训模式---虚拟培训,分析虚拟现实技术独有的优势将给技工教育的发展注入强大的推动力,阐述虚拟培训系统的开发过程并试图总结开发模式。希望该文能够为相关人员提供借鉴,为中国经济保持高速发展提供有力的人才保障。 相似文献
5.
随着网络时代的来临,网络教育迅猛发展.将虚拟现实技术(Virtual Reality)应用于网络教育中,结合网络教育的特点,可以仿真学校的校园环境.虚拟现实是计算机与用户之间的一种更为理想化的人-机界面形式,能够为学生提供生动、逼真的学习环境,学生能够成为虚拟环境的一名参与者,在虚拟环境中扮演一个角色.真实、互动、情节化的特点是虚拟现实技术独特的魅力所在. 相似文献
6.
Ralph Schroeder 《Virtual Reality》1995,1(1):33-39
This paper presents an overview of the uses of virtual reality in education. It draws particularly on three projects, the West Denton High School in Newcastle, the Human-Computer Interface Technology Laboratory's summer school in Seattle and the Shepard School for children with special needs in Nottingham. In each of these projects, there is distinctive relationship between the learning experience and the experience of virtual worlds. Here, the concern will not be with the pedagogical value of these projects, which have been documented elsewhere, but with the wider contribution that they can make to our understanding of virtual environments. To do this, it examines in each case how the virtual reality systems are integrated into the curriculum, how these systems relate to the learning process, the usability of the systems, and the possibilities and constraints of the virtual worlds. By comparing these with other emerging virtual reality applications, such as entertainment games, it can be seen that different systems present a variety of possibilities for constructing presence in, and interaction with, virtual environments. 相似文献
7.
刘鑫达;李康;耿国华;周明全 《计算机辅助设计与图形学学报》2025,37(4):545-560
文化遗产是连接过去与现在的桥梁, 具有重要的历史、 文化和教育价值. 面对自然灾害和人为因素等多重威胁, 传统的文化遗产保护手段存在成本高昂、效率有限和普及性不足等局限. 虚拟现实技术以其抗破坏性、沉浸性、交互性和经济性等多方面优势, 为文化遗产的保护和传承提供了创新的解决路径. 对虚拟现实技术在文化遗产保护领域中的应用现状和研究进展进行综述, 从数字化采集、三维建模、交互设计和虚拟展示等环节, 详细讨论虚拟现实技术在文化遗产保护中的研究和探索; 探讨了虚拟现实技术在教育、严肃游戏、博物馆和叙事等实际文化遗产保护项目中的应用成效, 凸显了其在提升用户体验、促进文化理解和交流方面的积极作用; 最后介绍智能化、互通性和可演变性的发展趋势, 预示着虚拟现实技术将为文化遗产保护提供更多创新的可能性. 展望未来, 应继续探索虚拟现实技术在文化遗产保护中的新方法和新途径, 实现更广泛的社会参与和文化价值传播. 相似文献
8.
Qin Wang;Yanping Li; 《Journal of Computer Assisted Learning》2024,40(3):1276-1294
Virtual reality (VR), augmented reality (AR) and mixed reality (MR) have sparked recently in improving the effectiveness of teacher education. However, there is a lack of review regarding the utilisation of these technologies in this field. These three technologies, namely VR, AR and MR, can be collectively referred to as extended reality (XR) (as mentioned in reference Tang et al., 2022). 相似文献
9.
虚拟现实技术在现代教学中的应用研究 总被引:2,自引:0,他引:2
虚拟现实技术是一门综合性信息技术,它融合了数字图像处理、计算机图形学、多媒体技术、传感器技术等多个信息技术,提供了更高级的集成性和交互性,给人以愈发逼真的场景.虚拟现实技术作为新型的教学媒体已广泛应用于教育领域.主要探讨虚拟现实技术的基本特征以及它在现代教学中的作用和应用. 相似文献
10.
由于当前大多数笔记本电脑不再配置光驱,但英语教材依然以光盘形式提供视频资料,影响学习效果,因此采用Unity3D集成Vuforia SDK设计实现基于增强现实技术的英语视听说移动教学软件VBook。系统首先构建识别图数据库存于云端,根据识别图名称命名对应的视频文件;然后利用Unity3D设计和渲染场景,设计ImageTarget对象的虚拟视频播放按钮,编写脚本代码实现对识别图数据库及其相应视频的访问;最后生成便于用户使用的移动端应用。用户只需将Camera镜头对准书本插图,即可呈现出虚实叠加的视觉效果,实现移动设备的英语教学视频播放。将增强现实技术应用于英语视频教学,能使用户享受到新颖的学习方法和虚实结合的交互体验。 相似文献
11.
研究和探索了远程教育和虚拟技术相结合的优势和关键问题,针对甘南藏区远程教育发展的现状与需求,分析研究了建设甘南藏区远程教育虚拟教学平台的关键技术和系统的框架结构。 相似文献
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13.
针对传统网上购物的不足,提出了基于Ajax与CULT3D技术的B2C电子商务网站的设计方案.重点介绍了如何在ASP.NET中引入CULT3D技术进行网络商品的3D展示,并采用Ajax技术提高网络的响应速度.目的是使网上交易更加直观、方便,为顾客提供更加满意的服务.此外,给出了系统设计的关键技术,实现了网站的设计开发,证... 相似文献
14.
化工企业的安全生产是至关重要的,而生产过程中事故的发生往往和人的不安全行为紧密相关,因此对职工的日常安全教育工作格外重要。基于对化工企业日常安全教育工作的考察,研究了化工企业安全培训工作中的信息化方法,并设计开发了石化企业安全教育系统,提供面向职工的安全信息培训、考核、管理方法,结合多媒体、虚拟现实等技术提高了教育的真实感和参与度。该系统基于B/S模式开发,使用.net框架和各种Web技术完成了3层架构的可扩展系统,并利用JavaScript脚本实现了网页内的虚拟现实场景交互试题。目前该系统已在某化工企业成功运行,其使用已成为部门绩效考核的一部分。 相似文献
15.
本文研究了远程教育平台中虚拟现实技术的应用途径以及VRMDEP的实现,提出构建VRMDEP的总体框架,设计虚拟同步与异步教学系统,构建模拟场景以实现用户之间的交互。 相似文献
16.
黄芳 《数字社区&智能家居》2007,3(14):503-504
多媒体技术(MT)和信息技术(IT)为教学、实验和实训的发展带来了新的契机,同时也为高等教育的现代化带来新的机遇、需求和挑战.虚拟现实技术进入高校教学能形象生动地表现教学内容,有效地营造一个跟随技术发展的教学环境,提高学生掌握知识、技能的效率,达到优化教学过程,提高教学质量的目的. 相似文献
17.
To help the new media presentation and brand building of Dongguan City memory, a virtual reality modeling model based on multi-perspective and deep learning is proposed. First, in order to address the issue of imbalanced input and output information in depth map prediction tasks, as well as poor accuracy of predicted depth map boundaries, a depth map prediction model based on multiple perspectives and deep learning is built. Then, a single perspective modeling framework is proposed to address the scarcity of perspectives in practical situations, and a dynamic fusion model is built for single-view virtual reality scenes based on multi-view generation networks. The results indicated that the mean square error, average relative error, and average logarithmic error were minimized at 0.52, 0.138, and 0.068, respectively. The multi-threshold accuracy index demonstrated peak values at 0.772, 0.8821, and 0.947, respectively. The grid simplification algorithm exhibited the shortest running times at 1.57, 2.52, 3.91, and 6.53 s, respectively. Moreover, the single-view modeling frame displayed the smallest angle distance at 0.1449, while the overlap degree of the point cloud scene reached the highest levels at 77.47, 79.49, 83.5, and 84.47, respectively. To sum up, the model has a good application effect in virtual reality modeling and positively affects virtual reality technology development. 相似文献
18.
目前,各高校的教学模式仍为传统的单一教学模式,为提升教学水平,提高教学质量,将虚拟现实技术和增强现实技术应用到教学中,是目前改变传统教学模式的一种方法.论文以《机械制图》课程为例,使用HoloLens虚拟智能眼镜,探究将增强现实技术应用到该课程上的优势,以及该课程的AR辅助教学系统的研发和应用. 相似文献
19.
《Ergonomics》2012,55(9):1496-1506
We investigated whether officers with additional martial arts training experience performed better in arrest and self-defence scenarios under low and high anxiety and were better able to maintain performance under high anxiety than officers who just rely on regular police training. We were especially interested to find out whether training once a week would already lead to better performance under high anxiety. Officers with additional experience in kickboxing or karate/jiu-jitsu (training several times per week), or krav maga (training once a week) and officers with no additional experience performed several arrest and self-defence skills under low and high anxiety. Results showed that officers with additional experience (also those who trained once a week) performed better under high anxiety than officers with no additional experience. Still, the additional experience did not prevent these participants from performing worse under high anxiety compared to low anxiety. Implications for training are discussed. 相似文献
20.
Ahmed Mohamed Fahmy Yousef 《Journal of Computer Assisted Learning》2021,37(4):966-977
There is a large volume of published studies describing the positive role of Augmented Reality (AR) in educational settings. However, there is a paucity of empirical work that explores its role in supporting primary school pupil's motivation and creativity. Moreover, numerous studies have confirmed that pupils have difficulties in learning geometry and thinking geometrically. In this context, this paper explores the possibility of using AR software for low-grade primary school pupils to enhance their creative thinking and increase their motivation during the informal geometry training course. A research-based design process is adopted to replicate the primary school pupil's learning in this study, where pupils in the experimental group used mobile application to access AR virtual manipulatives, pupils in the control group used physical manipulatives. The applied AR technology allows pupils to handle 2D and 3D rounded corners and simple closed curves to find the most effective solutions for some learning challenges. Sixty-two pupils from the first-grade primary school in Egypt have participated in this study with the aim of investigating: (a) the primary school pupil's achievements and creative thinking in using AR techniques, and (b) the specific strategies that can increase their motivation and engagement. The most obvious finding to emerge from this study is that there was no statistically significant difference between the groups in geometry learning achievement, while statistically significant differences were found between the groups in the motivation and creative thinking skills in favour of the experimental group. 相似文献