13 Integration of virtual reality in the e-learning environment
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Raj Gaurang Tiwari
Abstract
In our ever-changing world, learning is an essential part of everyone’s daily routine. The traditional approach to education relies on students applying what they have learned from textbooks and professors in the classroom to real-world circumstances. The use of cutting-edge technology in teaching and learning techniques is critical in today’s digital world. Information and communication technology (ICT) is a major focus for universities. These are important scientific instruments with the potential to have an impact on how people learn and teach science. Three-dimensional (3D) virtual reality (VR) interfaces give an experience via e-learning activities, software games, and simulated labs. Using VR, users may see, modify, and interact with computer systems and massive amounts of data. The term “visualization” refers to a computer’s ability to provide the user with sensory inputs such as visual, aural, or any other combination of these. E-learning may benefit from the realistic virtual environments that VR and web technologies can create. 3D graphics have been made possible by the development of web technologies such as HTML, JAVA, and the Virtual Reality Modeling Language. Issues linked to employing a VR application as a medium for students to study and gain practical knowledge about a place shown in a virtual environment are discussed in this chapter.
Abstract
In our ever-changing world, learning is an essential part of everyone’s daily routine. The traditional approach to education relies on students applying what they have learned from textbooks and professors in the classroom to real-world circumstances. The use of cutting-edge technology in teaching and learning techniques is critical in today’s digital world. Information and communication technology (ICT) is a major focus for universities. These are important scientific instruments with the potential to have an impact on how people learn and teach science. Three-dimensional (3D) virtual reality (VR) interfaces give an experience via e-learning activities, software games, and simulated labs. Using VR, users may see, modify, and interact with computer systems and massive amounts of data. The term “visualization” refers to a computer’s ability to provide the user with sensory inputs such as visual, aural, or any other combination of these. E-learning may benefit from the realistic virtual environments that VR and web technologies can create. 3D graphics have been made possible by the development of web technologies such as HTML, JAVA, and the Virtual Reality Modeling Language. Issues linked to employing a VR application as a medium for students to study and gain practical knowledge about a place shown in a virtual environment are discussed in this chapter.
Kapitel in diesem Buch
- Frontmatter I
- Foreword V
- Preface VII
- Acknowledgments XIII
- Contents XV
- List of contributors XVII
- 1 Application of AR and VR for supply chain: a macro perspective approach 1
- 2 An intelligent traffic control system using machine learning techniques 19
- 3 Proficient implementation toward detection of thyroid nodules for AR/VR environment through deep learning methodologies 35
- 4 Convergence of AR/VR with IoT in manufacturing and their novel usage in IoT 77
- 5 Proficiency of Metaverse using virtual reality for industry and users perspective 99
- 6 Retailing and e-commerce riding on technology: augmented reality and virtual reality 127
- 7 Inclusive education through augmented reality (AR) and virtual reality (VR) in India 147
- 8 Exploring practical use-cases of augmented reality using photogrammetry and other 3D reconstruction tools in the Metaverse 163
- 9 An empirical analysis of conspicuous consumption of luxury cosmetic products via augmented reality technology concerning India’s workforce 187
- 10 Application of virtual reality and augmented reality technologies to boost the technical capabilities for a constructive and effective learning in education for a performing virtual eco-system: a design thinking approach 203
- 11 Role of augmented reality and virtual reality in sports 221
- 12 Space traffic management: a simulationbased educational app for learners 237
- 13 Integration of virtual reality in the e-learning environment 253
- 14 The resurgence of augmented reality and virtual reality in construction: past, present, and future directions 275
- Editors’ biography 293
- Index 295
Kapitel in diesem Buch
- Frontmatter I
- Foreword V
- Preface VII
- Acknowledgments XIII
- Contents XV
- List of contributors XVII
- 1 Application of AR and VR for supply chain: a macro perspective approach 1
- 2 An intelligent traffic control system using machine learning techniques 19
- 3 Proficient implementation toward detection of thyroid nodules for AR/VR environment through deep learning methodologies 35
- 4 Convergence of AR/VR with IoT in manufacturing and their novel usage in IoT 77
- 5 Proficiency of Metaverse using virtual reality for industry and users perspective 99
- 6 Retailing and e-commerce riding on technology: augmented reality and virtual reality 127
- 7 Inclusive education through augmented reality (AR) and virtual reality (VR) in India 147
- 8 Exploring practical use-cases of augmented reality using photogrammetry and other 3D reconstruction tools in the Metaverse 163
- 9 An empirical analysis of conspicuous consumption of luxury cosmetic products via augmented reality technology concerning India’s workforce 187
- 10 Application of virtual reality and augmented reality technologies to boost the technical capabilities for a constructive and effective learning in education for a performing virtual eco-system: a design thinking approach 203
- 11 Role of augmented reality and virtual reality in sports 221
- 12 Space traffic management: a simulationbased educational app for learners 237
- 13 Integration of virtual reality in the e-learning environment 253
- 14 The resurgence of augmented reality and virtual reality in construction: past, present, and future directions 275
- Editors’ biography 293
- Index 295