This paper deals with the use of Virtual Reality to enhance educational learning. It also discusses the potential growth of the visual and auditory cortex using Virtual Reality as a 1.
This paper deals with the use of Virtual Reality to enhance educational learning. It also discusses the potential growth of the visual and auditory cortex using Virtual Reality as a 1.
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This paper deals with the use of Virtual Reality to enhance educational learning. It also discusses the potential growth of the visual and auditory cortex using Virtual Reality as a 1.
Direitos autorais:
Attribution Non-Commercial (BY-NC)
Formatos disponíveis
Baixe no formato DOC, PDF, TXT ou leia online no Scribd
Presenting By:- Name : L.Divya(ECE II/IV),L.shivkanth,A.Aarti (IT II/IV) , Email ID : divyalanka.cool@gmail.com,shivkanth.lanka@gmail.com
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ABSTRACT
Virtual Reality is an alternate world realistic immersive stimulant. This paper
filled with computer-generated images intends to show that the examination of that respond to human movements. the visual cortex should be considered. Virtual Reality is a wonderful tool for The problem is to discover and establish teaching and for learning. It can work for a measurable correlation between visual educators as a tool in assisting students stimulus and visual cortex modification. to become immersed in a learning The finding would then support Visual environment where they can participate Perception Reaction Training (VPRT). in their own learning in a technology The paper is based on the immersion in based environment. This paper deals virtual reality to increase a person's with the use of virtual reality to enhance physical or educational level of response educational learning. It also discusses to visual stimuli. the potential growth of the visual and 1. INTRODUCTION auditory cortex using virtual reality as a Virtual Reality is the first technology to experience visually in full real-time provide the user with a fully immersive motion with sound and possibly with interactive experience. The Sensorama other forms of feedback. was mechanical but it had the ability to replicate sight, sound, touch, and even smell. Virtual reality (VR), the world’s most advanced learning technology, is an innovative new way to teach and engage the students. It allows students to step through the computer screen into 3-D, interactive worlds. By putting on a special headset and glove, students enter a world of educational adventure. It can work for educators as a tool in assisting students to become immersed in a The simplest form of virtual reality is a learning environment where they can 3-D image that can be explored participate in their own learning in a interactively at a personal computer, technology based environment. usually by manipulating keys or the mouse so that the content of the image 2. WHAT IS VIRTUAL REALITY? moves in some direction or zooms in or Virtual Reality is electronic simulations out. of environments experienced via head 3.1 HOW VIRTUAL REALITY IS mounted eye goggles and wired clothing USEFUL TO EDUCATION? enabling the end user to interact in For educational purposes, Virtual realistic three-dimensional situations. A Reality (VR) has been proposed as a simple and less technical definition of technological breakthrough that holds virtual reality - a simulation of a real or the power to facilitate learning. Initially, imagined environment that can be our paper explores the ways in which experienced visually in the 3 dimensions VR may be used as a means of of width, height, and depth and may enhancing, motivating and stimulating additionally provide an interactive students’ understanding of certain events, especially those for which the traditional notion of instructional Medicine: VR has been successfully learning have proven inappropriate or applied to areas such as surgical difficult. procedures, medical therapy, preventive 3.2 BENEFITS OF USING VR IN medicine, patient education, medical SOME BRANCHES OF education and training, skill EDUCATION enhancement and rehabilitation, There are many reasons as to why virtual visualization of massive medical reality is important to deal in aspects of databases and architectural design for education. A few of the fields of health care facilities. Psychiatrists are education which we consider in our daily using virtual reality to treat phobias by life are listed below. exposing patients to their fears in risk- Engineering: Popularity of VR is free situations. gaining importance as an effective alternative to sophisticated laboratory setups. Educational institutions are now focused on gathering engineering data from raw material to manufacturing and inspection and project them into virtual space. It is an innovation where every student has an equal share of learning experience at his own pace. Many companies are investing and collaborating with institutions to give their future engineers the firsthand Genetics: Virtual reality and simulation experience filled with real time systems are increasingly important for challenges. understanding and engineering genetic structures. In addition, virtual genetics may be used to influence interpersonal communication, to influence human cognition, and to influence personality then become part of it. The VR learning and adjustment. environment is experiential and intuitive; it is a shared information context that 4.1 VIRTUAL REALITY AND offers unique interactivity and can be STUDENTS configured for individual learning and VR gives a better educational alternative performance styles. to solve the age-old problem --- “How to 4.2 EXPERIENTIAL LEARNING better involve students in education?” ASPECT IN VR Students better involve in education Learning is more effective when it is an when they experience the scenarios active discovery process, rather than themselves rather than bookish passive. Students learn more when they references. “Discovery and Experience control learning. Learning is most are the best teachers”. VR offers effective when thought and action are students unique experiences that are integrated. The more realistic the consistent with successful instructional learning, the more effective it will be as strategies: hands-on learning, group an educational device. We actively projects and discussions, field trips, inhabit a spatial multi-sensory simulations, and concept visualization. environment. We are both physically and perceptually involved in the experience, and we feel a sense of presence within a virtual world.
Within the limits of system functionality,
we can create anything imaginable and have made this superior technology possible. 1. Improved CPU Performance The accuracy and speed of the present generation CPUs has improved drastically compared to the previous generations. 2. 3-D Graphic Accelerator We are immersed in a very high A type of video adapter that contains its bandwidth stream of sensory input, own processor to boost performance organized by our perceiving systems, levels. These processors are specialized and out of this empathy of sensation for computing graphical transformations, emerges our sense of being in and of the so they achieve better results than the world. We experience the environment general-purpose CPU used by the as if it were real, while still fully aware computer. Graphics accelerator handles that it is computer-generated. VR is graphics computations. The popularity experiential computing environment of graphical applications, and especially allows the purposeful movement that multimedia applications, has made coordinates the cognitive, the graphics accelerators not only a common psychomotor, and the affective domains. enhancement, but a necessity. VR provides a context for both cognitive 3. HMD Price / Performance and affective learning by engaging us in Head Mounted Device or Helmet
a process that is rational and emotional, Mounted Device is a device which
practical and whimsical, organized and consists of a screen which can be worn
spontaneous. on the head like a helmet.
5. WHY “VR” IS POSSIBLE
TODAY? We have been talking about virtual reality in education so far but, what makes this possible...? The major improvements in the following fields invisible in the real world.
The improved performance and
availability at reasonable prices has been the main cause for its usage in Virtual Reality. 6. IMPACTS "Virtual Reality" has been applied more Interaction: The second contributing widely to include graphics applications factor to students learning in VEs is the that allow users to walk through a interaction that VEs foster. Interaction is simulated environment and, possibly, to a more important facilitator of learning interact with objects in it. Visiting than immersion for some kinds of tasks. Virtual environments (VE) help students A student must interact with an learn content under some circumstances. environment to point out the naturalness There are three contributing factors: of interactions with objects in a VE. immersion, interaction, and engaging. Engaging: The third factor that Immersion: Immersion in a VE makes it contributes to VR is that students find possible for students to experience what VEs entirely engaging. Another reason is they are learning about in an entirely the uniqueness of the experience and the new way. VEs can simulate objects and empowerment it brings to young actions that occur in the real world. But students who can control the computer to in particular, VEs can represent in do their bidding in complex and directly visible forms, concepts and sophisticated ways. procedures that are intangible and LIMITATIONS Despite enormous potential practical application, VR, in its current state, has drawbacks. It is still extremely since the consequences of their decisions expensive, the graphics are still are visualized immediately in the VR cartoonish, and there is still a slight, but world. VR enables the students to train perceptible time lag between the user's in recognizing visual signs and dangers. body movements and their translation in Educators have found that a hybrid Cyberspace. The equipment the user model that blends face-to-face learning must wear, such as headgear, gloves, and with digital VR learning is an excellent other devices, needs refinement. At this tool for students with learning problems early stage in the development of VR, no or disabilities. It is a powerful tool for one knows what the long-term effect of education and that it offers tools for using head-mounted displays might be increased student participation. Studies on human eyes or what the possible indicated that classroom activities may psychological effect might be from use VR tools for hands-on learning, spending too much time in Cyberspace. group projects and discussions, field People using VR head gear sometimes trips, and concept visualization. complain about chronic fatigue, a lack of CONCLUSION initiative, drowsiness, irritability, or Virtual reality is hitting the world as the nausea after interacting with a virtual next dominant improvement in environment for a long time. We do not technology. Like the Internet, virtual know how much each of these symptoms reality began with specific uses in mind, depends on the characteristics of the VR but is now becoming more and more systems themselves, or on the versatile. At first seen as a new method characteristics of the individuals using of entertainment, virtual reality is now the systems. being used in more and more ADVANTAGES applications. Eventually virtual worlds Students tend to experience a VR will permeate into every aspect of incident as very realistic. The stress and education. They (virtual worlds and tension during an exercise are quite education) will be one - inseparable, serious, because the dilemmas and impossible to distinguish or occurring problems closely resemble real differerientate. People will be able to life. Students receive instant feedback attend a school solely in virtual worlds. BIBLIOGRAPHY 1) www.coedu.usf.edu 2) en.wikipedia.org/wiki/Virtual_rea lity 3) Metaphysics Of Virtual Reality Michael Heim 4) http://library.thinkquest.org/26890 /virtualrealityt.htm
Alessandro E Villa Włodzisław Duch Péter Érdi Francesco Masulli Günther Palm Artificial Neural Networks and Machine Learning - ICANN 2012 - 22nd International Conference