The Application of Virtual Reality in Engineering Education: A Case Study of the Virtual Storage Cavern System

2014 ◽  
Vol 1044-1045 ◽  
pp. 1668-1671
Author(s):  
Wen Kang Wang ◽  
Sheng Bo Li ◽  
Jian Gang Miao ◽  
An Zhong Deng ◽  
Jian Guo Wang ◽  
...  

With the development in virtual reality technology, it has been applied in kinds of fields, e.g. education and engineering. This article introduces the concept and basic features of virtual reality, the application of VR in education and engineering, the building procedures and the functions of the virtual system with the case of the virtual Storage Cavern system. The system is consisted of four parts which enables students to understand and grasp the basic operation, maintenance, and standard accident responses more effectively than other teaching methods.

2019 ◽  
Vol 82 (2) ◽  
pp. 470-483
Author(s):  
Brady D. Lund ◽  
Shari Scribner

Virtual reality has recently transformed from a complex and expensive technology that was not a practical educational tool for archives to one that is easily affordable and easy to use in a variety of archival and special collection situations. This case study discusses the use of virtual reality technology to make a special collection at Emporia State University accessible 24/7 to a global audience of classrooms and individuals. Without complex coding or high cost overhead, the design of high-quality virtual reality experiences is now accessible to any organization and can be carried out by a student assistant or intern without causing a great amount of additional work for the busy archivist. The article discusses the design process for Emporia State's virtual reality experience for the May Massee Collection, along with challenges faced and outcomes of the project.


2019 ◽  
Vol 10 (4) ◽  
pp. 241-249 ◽  
Author(s):  
Tansel Tepe ◽  
Devkan Kaleci ◽  
Hakan Tüzün

In this study, a virtual reality fire drill application was developed with Head-Mounted Display virtual reality technology for university students. The aim of the study is to evaluate the integration process of this virtual reality application into authentic learning environments in terms of student opinions. Case study methodology was used in the study. The results show that this technology provides useful and permanent learning, practice opportunity to students, and this technology increases the motivation and engagement to the courses as well. It has been pointed out by the students that this technology should be used as a practice environment after the theoretical courses in authentic learning environments because this technology can save time and prevent cost lost in addition to avoiding risk factors. The physical environment of the classes can be improved and wireless virtual reality goggles can be used for using this technology, more effectively and efficiently as a course support material in authentic learning environments. Keywords: Virtual reality; Head-Mounted Display; virtual fire drill; authentic learning environments


2016 ◽  
Vol 693 ◽  
pp. 1818-1825
Author(s):  
You Yu Liu ◽  
Jun Li ◽  
De Yuan Huang ◽  
Jie Sheng Diao ◽  
Fang Fang Dong

To change the empty talk phenomenon of the research of a current AC servo system, virtual reality technology is used to develop the virtual simulation system of an AC servo system. This article described the fundamental principle of the sinusoidal pulse width modulation, introduced the functional structure of the virtual system. The fundamental principle of a wave display and the treatment of the key detail problems were solved. In the end, an example of the AC servo system simulation was given. The simulation of the AC servo system can be used as a soft device instead of a real one, and provide a technology platform for the development of a new AC servo system.


Author(s):  
Fengxu Wang

The rapid development of computer and network has promoted the emergence and development of new teaching methods and teaching media. This paper takes the computer distance virtual experiment teaching as the research goal, by literature investigation, summarization and case analysis methods, basing on analysis of computer distance teaching, Virtual Reality (VR) technology, virtual experiment teaching, and other related technology theories, the paper proposes a computer distance virtual experiment teaching mode based on VR technology. By taking the virtual computer assembly experiment as an example, this paper designs a computer distance virtual experiment teaching mode based on VR technology, realizes the computer distance virtual experiment teaching of the computer assembly experiment, and verifies the feasibility of the teaching mode. The research results indicate that, this teaching mode has a certain practical significance on improving the computer distance teaching mode and promoting the smooth development of computer distance teaching.


2021 ◽  
Vol 5 (S1) ◽  
pp. S1-44-S1-58
Author(s):  
Veronique Richard ◽  
Béatrice Lavoie-Léonard ◽  
Thomas Romeas

Goalkeepers play a very specific and crucial role in water polo. They rely on advanced perceptual–cognitive (P–C) skills to make fast and accurate decisions. However, their daily training environment often lacks stimulation and representativeness of game demands. This was exacerbated by the COVID-19 pandemic, where noncontact practices became the “new normal.” In the Canadian Women’s National Team preparation for the 2020 Olympics, goalkeepers’ P–C training was made a priority. Led by the team’s mental performance consultant and experts from transdisciplinary fields, the initiative began with an evaluation of a broad range of P–C skills in goalkeepers. Leading up to the Olympics, a series of P–C activities (i.e., anticipatory training using video occlusion, eye–hand coordination, and visuomotor drills) were adopted based on ecological dynamics principles. Virtual reality technology and constraints-focused tools were used to enrich and diversify the goalkeepers’ daily trainings environment. This case study reports the evaluation of P–C skills, the context, and the way in which the P–C activities were implemented, as well as their holistic impact on goalkeepers. Reflections and limitations are also shared to encourage interdisciplinary efforts in sport psychology and increase awareness among mental performance consultants about the importance of psycho-perceptual-motor skill training for mental performance.


Author(s):  
Alana Thomson ◽  
Ingrid Proud ◽  
Andrew L. J. Goldston ◽  
Rebecca Dodds-Gorman

Digital technologies, such as virtual reality (VR), will have an increasing influence on the way events are experienced and managed. To date, scholarship has focused predominantly on the possibilities that VR presents for event experiences by event attendees, and there has been limited consideration of the application of VR for event planning and management. In this chapter, the authors provide a brief overview of the growth and application of virtual reality technology in events. A case study of a private sector start-up in the Australian setting is examined with a focus on VR technologies, it is developing as an aid in event planning and logistics. Key opportunities and challenges of VR pertinent to event planning and management are identified, and the authors suggest a number of implications for industry practice and event education, alongside avenues for future research to support the development of VR in event management and education.


Author(s):  
Berceste Gülçin Özdemir

The adverse effects of new communication systems on children are discussed frequently today. A group of volunteers showed that new technologies could be used for providing benefit to children in workshops carried out with children under the title of Project Nebula. In that respect, the thoughts of Jean Baudrillard, who is a postmodern media theoretician, presented by way of simulation/simulacra concept were discussed in the context of children's use of VR technology. In the workshops carried out with 6-15 year old children from various socioeconomic and social cultural groups, Project Nebula requested children draw their dreams on a paper first and then showed them their dreams by means of VR technology. In the workshops carried out by Project Nebula, the discussions also include what this technology offers for children and how VR can be used in a utilitarian way by children when the interactivity that the children experience with VR technology is discussed within the context of simulation/simulacra concept.


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