scholarly journals Virtual Reality Simulation: An Innovative Teaching Tool for Dietetics Experiential Education

2015 ◽  
Vol 9 (1) ◽  
pp. 65-75 ◽  
Author(s):  
Anne Davis

This paper investigates the role of virtual reality and web technologies in the field of dietetics education. Within this frame, special emphasis is given on the building of web-based virtual learning environments so as to successfully fulfill their educational objectives. In particular, basic pedagogical methods are studied, focusing mainly on the efficient preparation, approach and presentation of learning content, and specific designing rules are presented considering the hypermedia, virtual and educational nature of this kind of applications. The paper also aims to highlight the educational benefits arising from the use of virtual reality technology in dietetics and study the emerging area of web-based dietetic simulations. Virtual reality simulation allows the visualization of data in three dimensions and provides interactive functionalities that reinforce the feeling of immersion into a computer-generated virtual world. Finally, the innovative virtual reality environment for dietetics education pedagogy and development is demonstrated.

Author(s):  
Kosmas Dimitropoulos ◽  
Athanasios Manitsaris

This chapter aims to study the benefits that arise from the use of virtual reality technology and World Wide Web in the field of distance education, as well as to further explore the role of instructors and learners in such a network-centric mode of education. Within this framework, special emphasis is given on the design and development of web-based virtual learning environments so as to successfully fulfil their educational objectives. In particular, the chapter includes research on distance education on the Web and the role of virtual reality, as well as study on basic pedagogical methods focusing mainly on the efficient preparation, approach and presentation of the learning content. Moreover, specific designing rules are presented considering the hypermedia, virtual and educational nature of this kind of applications. Finally, an innovative virtual reality environment for distance education in medicine, which reproduces conditions of the real learning process and enhances learning through a real-time interactive simulator, is demonstrated.


2011 ◽  
pp. 172-203
Author(s):  
Gavin McArdle ◽  
Teresa Monahan ◽  
Michela Bertolotto

Since the advent of the Internet, educators have realised its potential as a medium for teaching. The term e-learning has been introduced to describe this Internet-based education. Although e-learning applications are popular, much research is now underway to improve the features they provide. For example, the addition of synchronous communication methods and multimedia is being studied. With the introduction of wireless networks, mobile devices are also being investigated as a medium to present learning content. Currently, the use of 3-dimensional (3D) graphics is being explored for creating virtual learning environments online. Virtual reality (VR) is already being used in multiple disciplines for teaching various tasks. This chapter focuses on describing some VR systems, and also discusses the current state of e-learning on mobile devices. We also present the VR learning environment that we have developed, incorporating many of the techniques mentioned above for both desktop and mobile devices.


Author(s):  
Aviral Goel ◽  
Ali Humaid Abdullah Al Tubi ◽  
Alaa Ahmed Eltayeb

Any large scale cargo port requires the use of container cranes for loading of intermodal containers as well as unloading them. The operator of such a large crane must be appropriately trained to prevent any accidents at the cargo port. This should be achieved by training crane operators on all the protocols of crane operation with significant hours of practice. The aim of this project is to develop a virtual reality (VR) simulation for operator training of container cranes which are remotely controlled, situated at the cargo ports. The simulation consists of a virtual control room equipped with joysticks and display screens, container crane, container ships, trucks and a cargo port environment. We used an actual super post-Panamax quay crane as a reference model for this simulation. The project has been built using Unity3d for the programming and 3DSMAX for the designing of models. The virtual joysticks in the simulation can be interacted by using the Oculus Rift VR setup thus allowing to maneuver the crane and the container load in all three dimensions. This paper mainly discusses the structure and implementation of the virtual reality simulation for crane operator training, along with a proposal for further improvements.


2014 ◽  
Author(s):  
Krzysztof Jacek Gorgolewski ◽  
Gael Varoquaux ◽  
Gabriel Rivera ◽  
Yannick Schwartz ◽  
Satrajit S. Ghosh ◽  
...  

Here we present NeuroVault - a web based repository that allows researchers to store, share, visualize, and decode statistical maps of the human brain. NeuroVault is easy to use and employs modern web technologies to provide informative visualization of data without the need to install additional software. In addition, it leverages the power of the Neurosynth database to provide cognitive decoding of deposited maps. The data are exposed through a public REST API enabling other services and tools to take advantage of it. NeuroVault is a new resource for researchers interested in conducting meta- and coactivation analyses.


2008 ◽  
pp. 733-764
Author(s):  
Gavin McArdle ◽  
Teresa Monahan ◽  
Michela Bertolotto

Since the advent of the Internet, educators have realised its potential as a medium for teaching. The term e-learning has been introduced to describe this Internet-based education. Although e-learning applications are popular, much research is now underway to improve the features they provide. For example, the addition of synchronous communication methods and multimedia is being studied. With the introduction of wireless networks, mobile devices are also being investigated as a medium to present learning content. Currently, the use of 3-dimensional (3D) graphics is being explored for creating virtual learning environments online. Virtual reality (VR) is already being used in multiple disciplines for teaching various tasks. This chapter focuses on describing some VR systems, and also discusses the current state of e-learning on mobile devices. We also present the VR learning environment that we have developed, incorporating many of the techniques mentioned above for both desktop and mobile devices.


2008 ◽  
pp. 1125-1155
Author(s):  
Gavin McArdle ◽  
Teresa Monahan ◽  
Michela Bertolotto

Since the advent of the Internet, educators have realised its potential as a medium for teaching. The term e-learning has been introduced to describe this Internet-based education. Although e-learning applications are popular, much research is now underway to improve the features they provide. For example, the addition of synchronous communication methods and multimedia is being studied. With the introduction of wireless networks, mobile devices are also being investigated as a medium to present learning content. Currently, the use of 3-dimensional (3D) graphics is being explored for creating virtual learning environments online. Virtual reality (VR) is already being used in multiple disciplines for teaching various tasks. This chapter focuses on describing some VR systems, and also discusses the current state of e-learning on mobile devices. We also present the VR learning environment that we have developed, incorporating many of the techniques mentioned above for both desktop and mobile devices.


Author(s):  
Gavin McArdle ◽  
Teresa Monahan ◽  
Michela Bertolotto

Since the advent of the Internet, educators have realised its potential as a medium for teaching. The term e-learning has been introduced to describe this Internet-based education. Although e-learning applications are popular, much research is now underway to improve the features they provide. For example, the addition of synchronous communication methods and multimedia is being studied. With the introduction of wireless networks, mobile devices are also being investigated as a medium to present learning content. Currently, the use of 3-dimensional (3D) graphics is being explored for creating virtual learning environments online. Virtual reality (VR) is already being used in multiple disciplines for teaching various tasks. This chapter focuses on describing some VR systems, and also discusses the current state of e-learning on mobile devices. We also present the VR learning environment that we have developed, incorporating many of the techniques mentioned above for both desktop and mobile devices.


2015 ◽  
Vol 10 (2) ◽  
pp. 217-224 ◽  
Author(s):  
Bojia Zhou ◽  
◽  
Gang Sun ◽  
Xiaoyong Zhang ◽  
Jianhua Xu ◽  
...  

Emergency management personnel must handle many jobs in response to a large earthquake -- and this means they must be trained properly. Training is done many ways. In undergoing training, emergency management personnel build their abilities in making appropriate decisions. Traditional emergency management exercises had participants analyze and discuss their duties based more on the printed word than on computer use. Such exercises cannot provide more true disaster background information. These exercises process cannot be recorded in computer database for later review. One strategy for enhancing the immersive exercise experience is using virtual reality simulation technology to build Web-based exercises in emergency earthquake management. In this paper, we present an empirical study on how emergency earthquake exercises are used to design and conduct emergency exercises in JICA-designed emergency earthquake and rescue exchanges between China and Japan. We detail how exercises were designed and done, highlighting immersive aspects. All exercises involved the analysis of computer recordings of each exercise, statements from participants and observations by teachers during exercises. Results indicate that participants can immerse themselves in computer-centered exercises and imagine what it is like to actually be handling that emergency. We found these exercises to be effective in developing participants’ abilities to operate in disaster management and suitable for application to emergency earthquake response exercises on all levels of government in China.


2021 ◽  
Vol 21 (1) ◽  
pp. 11-18
Author(s):  
Marián HUDÁK ◽  
◽  
Martin SIVÝ ◽  
Branislav SOBOTA

This work introduces a uniform smartphone controller interface integrated into LIRKIS G-CVE web-based global collaborative virtual environments. In general, VR controllers provide various kinds of interaction techniques to manipulate virtual objects. Mostly, those aim focus on controlling the virtual context and the interaction with 3D GUI integrated in the virtual environment. With respect to web-based virtual reality, the progress in development of uniform interfaces is raising thanks to emerging web technologies and frameworks with cross-platform support. Although there are many manufacturers of VR controllers, their usage is often limited only for specified display device. Our intention is to cover multiple devices through only one simple controller interface, that is capable to provide a variety of interactions for web-based VR. In this study we proposed Enhanced Smart Client Interface designed for providing fully immersive interaction through smartphones. We performed several experiments focused on user experience and usability under two cloud platforms. Results obtained from experiments performed in our study confirm that utilization of our interface is mostly affected by the server response time. Based on the results this solution is suitable for further development and improvements.


Sign in / Sign up

Export Citation Format

Share Document