Academic literature on the topic 'Virtual Reality in Learning'

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Journal articles on the topic "Virtual Reality in Learning"

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Hindmarch, Sonali. "Virtual learning reality." Early Years Educator 10, no. 10 (2009): 20–22. http://dx.doi.org/10.12968/eyed.2009.10.10.37827.

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Jagdish, Deshmukh, Gavade Bhagvan, G. Tandale Prashant, and K. Nrip N. "Virtual Reality in Education." International Journal of Multidisciplinary Research Transactions 5, no. 3 (2023): 41–47. https://doi.org/10.5281/zenodo.7748468.

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This research paper explains what virtual reality is. What are two features driving virtual reality in food, medical, entertainment, education, industrial, military sectors and other major virtual reality applications? Examples of virtual reality in education - ease of management, device allocation Benefits of VR in education, including faster retrieving and deleting, better security, and better support for remote students. What are the benefits of virtual reality in education? What are the disadvantages of virtual reality in the education system? Virtual reality education frontier How is virt
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Pan, Zhigeng, Adrian David Cheok, Hongwei Yang, Jiejie Zhu, and Jiaoying Shi. "Virtual reality and mixed reality for virtual learning environments." Computers & Graphics 30, no. 1 (2006): 20–28. http://dx.doi.org/10.1016/j.cag.2005.10.004.

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Pekkola, Samuli, Mikko Jakala, and Kirsi Heiskanen. "Learning with virtual reality." International Journal of Continuing Engineering Education and Lifelong Learning 10, no. 1/2/3/4 (2000): 9. http://dx.doi.org/10.1504/ijceell.2000.000346.

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Hahn, Jim F. "Virtual reality learning environments." Information and Learning Science 119, no. 11 (2018): 652–61. http://dx.doi.org/10.1108/ils-07-2018-0069.

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Purpose The purpose of this paper is to report the results of a case study on virtual reality (VR) learning environments, focused on the development and integration of multi-user reference support. Design/methodology/approach This paper used a case study methodology to understand applied software development incorporating textual browsing experiences within the HTC Vive virtual reality headset. An open corpus of text from the HathiTrust Digital Library accessed via the API was used as a data source. Findings In collaboration with students from a senior undergraduate Computer Science project co
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van Berlo, Zeph M. C., Hande Sungur, and Fanni M. Gyarmati. "Learning in Virtual Reality." Journal of Media Psychology 37, no. 2 (2025): 77–88. https://doi.org/10.1027/1864-1105/a000460.

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Abstract: This study aimed to gain an understanding of what makes learning effective in educational virtual reality (VR) experiences. By integrating insights from cognitive load theory and the limited capacity model of motivated mediated message processing, we investigated the role of different dimensions of cognitive load as potential predictors (i.e., intrinsic and extraneous load) and outcomes (i.e., germane load) of interactivity and consequently learning. A one-group pretest-posttest laboratory experiment was conducted among young adults ( N = 102). The results show that intrinsic load hi
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Stone, Heather, Manyu Li, Kenneth A. Ritter III, and Terrence L. Chambers. "Virtual Reality." International Journal for Innovation Education and Research 8, no. 8 (2020): 101–11. http://dx.doi.org/10.31686/ijier.vol8.iss8.2498.

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The diversity of learners within education is neither linear nor constant. Educators are challenged to be responsive and understanding when encouraging learners to construct meaning while adhering to stringent standards. The objective of this study is to integrate science standards into authentic learning experiences, created in both a traditional teaching method and virtual reality (VR) platform, for 8th grade middle school students in Lafayette, Louisiana. The authentic experiences were based on oral histories of the residents of Isle de Jean Charles, Louisiana, who have lost 98% of their an
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Ansari, Asif Kareem, Samuel Sam KG, and Bibitha C. Baby. "Virtual Reality and Augmented Reality in Education." International Journal for Research in Applied Science and Engineering Technology 11, no. 3 (2023): 2014–18. http://dx.doi.org/10.22214/ijraset.2023.49825.

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Abstract: This paper’s objective is to show a framework for the VR and AR-based combined learning materials. VR and AR objects can stay incorporated into other educational material as by establishing effective education programmes, learning events, or other kinds of learning activities, learning objects can indeed be created. This essay reviews the study on both augmented and virtual reality and analyses holistic application techniques for the educational process. The proposed model supports the authors' findings and yields suggestions for its use.
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Li, Chen, and Horace Ho Shing Ip. "Defining virtual reality enabled learning." International Journal of Innovation and Learning 31, no. 3 (2022): 291. http://dx.doi.org/10.1504/ijil.2022.122128.

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Ip, Horace Ho Shing, and Chen Li. "Defining Virtual Reality enabled Learning." International Journal of Innovation and Learning 31, no. 1 (2022): 1. http://dx.doi.org/10.1504/ijil.2022.10044241.

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Dissertations / Theses on the topic "Virtual Reality in Learning"

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Yahaya, Ros Aizan. "Immersive virtual reality learning environment : learning decision-making skills in a virtual reality-enhanced learning environment." Queensland University of Technology, 2007. http://eprints.qut.edu.au/16489/.

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New advances in computer programming and more powerful technology have opened up new opportunities for learning though immersive virtual reality simulations. This research highlighted the importance of the role of a lecturer in fostering learning in a technology rich learning environment. Undergraduate business studies students worked collectively to try resolve a problem depicted through an immersive simulation involving a burning factory. The simulation provided a rich personal experience that enabled students with lecturer support to generate effective strategies to address the problem.
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Yahaya, Ros. "Immersive virtual reality learning environment : learning decision-making skills in a virtual reality-enhanced learning environment." Thesis, Queensland University of Technology, 2007. https://eprints.qut.edu.au/16489/1/Roy_Yahaya_Thesis.pdf.

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New advances in computer programming and more powerful technology have opened up new opportunities for learning though immersive virtual reality simulations. This research highlighted the importance of the role of a lecturer in fostering learning in a technology rich learning environment. Undergraduate business studies students worked collectively to try resolve a problem depicted through an immersive simulation involving a burning factory. The simulation provided a rich personal experience that enabled students with lecturer support to generate effective strategies to address the problem.
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McCabe, Jonathan Aiden. "Reinforcement learning in virtual reality." Thesis, University of Cambridge, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.608852.

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Vázquez, Machado Christian David. "Embodied language learning in virtual reality." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119088.

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Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2018.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 87-93).<br>Embodied theories of language propose that the way we communicate verbally is grounded in our body. Nevertheless, the way a second language is conventionally taught does not capitalize on embodied modalities. The tracking and immersive capabilities of virtual reality systems can enable a change in the way students learn language by engaging them in kinesthetic activit
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Weng, Ng Giap. "Modelling skill learning for augmented and virtual reality learning environments." Thesis, University of Salford, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.502807.

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Lothe, Abhijit V. "Virtual Cadaver Navigation System: Using Virtual Reality For Learning Human Anatomy." [Tampa, Fla.] : University of South Florida, 2005. http://purl.fcla.edu/fcla/etd/SFE0001288.

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Johansson, Niklas, and Tony Lin. "Växande kunskaper i virtual reality : Virtual reality som ett verktyg för lärande." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18309.

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Denna undersökning diskuterar virtual reality (VR) spel i förhållande till lärande och underhållning. Gestaltningen kommer ske genom det existerande spelet GROW’em från företaget Okay Games där vi undersökte effekten av virtual reality på lärande i just spel. Målet är att förse spelaren med engagerande uppgifter för att sköta ett växthus tillsammans med lekfulla VR-interaktioner och möjligheten att kunna påverka den egna omgivningen. Syftet är att spelaren ska lära sig om genuin flora och kanske en dag framöver byta ut sin virtuella växt till en riktig planta. Med denna undersökningen vill vi
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Waltemate, Thomas [Verfasser]. "Creating a Virtual Mirror for Motor Learning in Virtual Reality / Thomas Waltemate." Bielefeld : Universitätsbibliothek Bielefeld, 2018. http://d-nb.info/1174670436/34.

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Garcia, Ruiz Miguel Angel. "Molecular binder : a multimodal virtual environment to assist learning." Thesis, University of Sussex, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.289232.

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Dalbom, Axel, Markuss Sprogis, Emil Stolpe, and Nils Söderkvist. "A Tool for Learning Digital Filters in Virtual Reality." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-353852.

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There are various tools used for teaching purposes, be it computers or even pen and paper. Virtual reality is used to simulate immersive environments. While it is mostly used in the video game industry we have made an attempt to use it as a learning tool, in this case for courses related to signal processing by trying to build intuition for digital filter design. The end product is a tool in virtual reality that allows the user to alter digital filter specifications and see how these alterations affect it. With this project we show that there is potential for virtual reality to be used as a te
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Books on the topic "Virtual Reality in Learning"

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Neelakantam, Srushtika, and Tanay Pant. Learning Web-based Virtual Reality. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-2710-7.

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Hassard, Colin. Virtual reality: a path to learning. The Author], 1996.

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Nelson, Brian C. Design for learning in virtual worlds. Routledge, 2012.

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Clark, Michael. Virtual reality: A real context for learning?. [Learning Methods Branch, Employment Dept.], 1993.

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Cai, Yiyu, Umesh Ramnarain, and Jean Jieqiong Chen, eds. Virtual and Augmented Reality Technology-Enhanced Learning. Springer Nature Singapore, 2025. https://doi.org/10.1007/978-981-96-2332-7.

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Ritke-Jones, William. Virtual environments for corporate education: Employee learning and solutions. Business Science Reference, 2010.

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1958-, Ritke-Jones William, ed. Virtual environments for corporate education: Employee learning and solutions. Business Science Reference, 2010.

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1958-, Ritke-Jones William, ed. Virtual environments for corporate education: Employee learning and solutions. Business Science Reference, 2010.

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Association, Information Resources Management. Virtual learning environments: Concepts, methodologies, tools and applicationsInformation. Information Science Reference, 2012.

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Witmer, Bob G. Training dismounted soldier in virtual environments: Enhancing configuration learning. U.S. Army Research Institute for the Behavioral and Social Sciences, 2000.

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Book chapters on the topic "Virtual Reality in Learning"

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Park, Kyoung Shin, Hyun-Sang Cho, Jaewon Lim, Yongjoo Cho, Seungmook Kang, and Soyon Park. "Learning Cooperation in a Tangible Moyangsung." In Virtual Reality. Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_75.

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Rennie, Frank, and Keith Smyth. "Virtual reality." In Digital Learning: The Key Concepts, 2nd ed. Routledge, 2019. http://dx.doi.org/10.4324/9780429425240-206.

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Theng, Yin-Leng, Charissa Lim Mei-Ling, Wei Liu, and Adrian David Cheok. "Mixed Reality Systems for Learning: A Pilot Study Understanding User Perceptions and Acceptance." In Virtual Reality. Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_79.

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Eisenlauer, Volker. "Digital Literacies in Virtual Reality Learning Contexts." In Augmented Reality and Virtual Reality. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-37869-1_22.

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Inoue, Yukiko. "Virtual Reality Learning Environments." In Encyclopedia of the Sciences of Learning. Springer US, 2012. http://dx.doi.org/10.1007/978-1-4419-1428-6_651.

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Kommers, Piet. "Virtual Reality for Learning." In Springer Texts in Education. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-88903-6_26.

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Melchor-Couto, Sabela, and Borja Herrera. "Immersive virtual reality." In Virtual Exchange for Intercultural Language Learning and Teaching. Routledge, 2022. http://dx.doi.org/10.4324/9781003024620-5.

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Al Maree, Haya, Roland Fischer, René Weller, Verena Uslar, Dirk Weyhe, and Gabriel Zachmann. "Collaborative VR Anatomy Atlas Investigating Multi-user Anatomy Learning." In Virtual Reality and Mixed Reality. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-48495-7_8.

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Höhner, Nils, Mark Oliver Mints, Julien Rodewald, et al. "Integrating Virtual Reality in a Lab Based Learning Environment." In Virtual Reality and Augmented Reality. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-62655-6_6.

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Lacoche, Jérémy, Thierry Duval, Bruno Arnaldi, Eric Maisel, and Jérôme Royan. "Machine Learning Based Interaction Technique Selection for 3D User Interfaces." In Virtual Reality and Augmented Reality. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-31908-3_3.

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Conference papers on the topic "Virtual Reality in Learning"

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Canniff, Keely, and Daniel C. Cliburn. "Teaching Virtual Reality in Virtual Reality." In 2022 8th International Conference of the Immersive Learning Research Network (iLRN). IEEE, 2022. http://dx.doi.org/10.23919/ilrn55037.2022.9815930.

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KARAGOZLU, Damla, and Huseyin BICEN. "Extended reality applications: A bibliometric analysis." In International Conference on Virtual Learning - VIRTUAL LEARNING - VIRTUAL REALITY (19th edition). The National Institute for Research & Development in Informatics - ICI Bucharest (ICI Publishing House), 2024. http://dx.doi.org/10.58503/icvl-v19y202408.

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SOTO RAMOS, Manuel. "3DGeoMuseum: Solid geometry through Virtual Reality." In International Conference on Virtual Learning - VIRTUAL LEARNING - VIRTUAL REALITY (19th edition). The National Institute for Research & Development in Informatics - ICI Bucharest (ICI Publishing House), 2024. http://dx.doi.org/10.58503/icvl-v19y202415.

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Verbeek, Dirk. "VIRTUAL REALITY IN EDUCATION?!" In International Conference on Education and New Learning Technologies. IATED, 2016. http://dx.doi.org/10.21125/edulearn.2016.0434.

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GRIGORE, Petru-Iulian, and Corneliu Octavian TURCU. "Integrating Virtual Reality into engineering education: An interactive application for learning mechanisms." In International Conference on Virtual Learning - VIRTUAL LEARNING - VIRTUAL REALITY (20th edition). The National Institute for Research & Development in Informatics - ICI Bucharest (ICI Publishing House), 2025. https://doi.org/10.58503/icvl-v20y202513.

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DUTESCU, Razvan, Mihai APOSTOL, Ionut MOCANU, and Monica BARBU. "Virtual Reality in training: A multidimensional analysis of technologies, challenges and paradigms." In International Conference on Virtual Learning - VIRTUAL LEARNING - VIRTUAL REALITY (20th edition). The National Institute for Research & Development in Informatics - ICI Bucharest (ICI Publishing House), 2025. https://doi.org/10.58503/icvl-v20y202511.

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SNEJANA, Dineva. "Digitalisation and remote learning." In International Conference on Virtual Learning - VIRTUAL LEARNING - VIRTUAL REALITY (17th edition). The National Institute for Research & Development in Informatics - ICI Bucharest (ICI Publishing House), 2022. http://dx.doi.org/10.58503/icvl-v17y202203.

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POPESCU, Ion Alexandru. "Recurring learning activity planning model." In International Conference on Virtual Learning - VIRTUAL LEARNING - VIRTUAL REALITY (20th edition). The National Institute for Research & Development in Informatics - ICI Bucharest (ICI Publishing House), 2025. https://doi.org/10.58503/icvl-v20y202535.

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OROZOVA, Daniela, Nadezhda ANGELOVA, Stanka HADZHIKOLEVA, and Emil HADZHIKOLEV. "Models for quality assurance in higher education area." In International Conference on Virtual Learning - VIRTUAL LEARNING - VIRTUAL REALITY (18th edition). The National Institute for Research & Development in Informatics - ICI Bucharest (ICI Publishing House), 2023. http://dx.doi.org/10.58503/icvl-v18y202311.

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STAN, Carmen, and Mihaela OPREA. "On the development of educational resources for smart industrial manufacturing teaching and learning." In International Conference on Virtual Learning - VIRTUAL LEARNING - VIRTUAL REALITY (18th edition). The National Institute for Research & Development in Informatics - ICI Bucharest (ICI Publishing House), 2023. http://dx.doi.org/10.58503/icvl-v18y202304.

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Reports on the topic "Virtual Reality in Learning"

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Symonenko, Svitlana V., Nataliia V. Zaitseva, Viacheslav V. Osadchyi, Kateryna P. Osadcha, and Ekaterina O. Shmeltser. Virtual reality in foreign language training at higher educational institutions. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3759.

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The paper deals with the urgent problem of application of virtual reality in foreign language training. Statistical data confirms that the number of smartphone users, Internet users, including wireless Internet users, has been increasing for recent years in Ukraine and tends to grow. The coherence of quick mobile Internet access and presence of supplementary equipment enables to get trained or to self-dependently advance due to usage of virtual reality possibilities for education in the stationary classrooms, at home and in motion. Several important features of virtual reality, its advantages
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Zhang, Feng, Yan Zhang, Gege Li, and Heng Luo. Using Virtual Reality Interventions to Promote Social and Emotional Learning for Children and Adolescents. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2023. http://dx.doi.org/10.37766/inplasy2023.11.0115.

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Osadchyi, Viacheslav V., Hanna Y. Chemerys, Kateryna P. Osadcha, Vladyslav S. Kruhlyk, Serhii L. Koniukhov, and Arnold E. Kiv. Conceptual model of learning based on the combined capabilities of augmented and virtual reality technologies with adaptive learning systems. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/4417.

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The article is devoted to actual problem of using modern ICT tools to increase the level of efficiency of the educational process. The current state and relevance of the use of augmented reality (AR) and virtual reality (VR) technologies as an appropriate means of improving the educational process are considered. In particular, attention is paid to the potential of the combined capabilities of AR and VR technologies with adaptive learning systems. Insufficient elaboration of cross-use opportunities for achieving of efficiency of the educational process in state-of-the-art research has been ide
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Pasupuleti, Murali Krishna. Next-Generation Extended Reality (XR): A Unified Framework for Integrating AR, VR, and AI-driven Immersive Technologies. National Education Services, 2025. https://doi.org/10.62311/nesx/rrv325.

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Abstract: Extended Reality (XR), encompassing Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR), is evolving into a transformative technology with applications in healthcare, education, industrial training, smart cities, and entertainment. This research presents a unified framework integrating AI-driven XR technologies with computer vision, deep learning, cloud computing, and 5G connectivity to enhance immersion, interactivity, and scalability. AI-powered neural rendering, real-time physics simulation, spatial computing, and gesture recognition enable more realistic and adap
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Kanivets, Oleksandr V., Irina М. Kanivets, Natalia V. Kononets, Tetyana М. Gorda, and Ekaterina O. Shmeltser. Development of mobile applications of augmented reality for projects with projection drawings. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3745.

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We conducted an analysis of the learning aids used in the study of general technical disciplines. This allowed us to draw an analogy between physical and virtual models and justify the development of a mobile application to perform tasks on a projection drawing. They showed a technique for creating mobile applications for augmented reality. The main stages of the development of an augmented reality application are shown: the development of virtual models, the establishment of the Unity3D game engine, the development of a mobile application, testing and demonstration of work. Particular attenti
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Merzlykin, Olexandr, and Iryna Topolova. Developing of Key Competencies by Means of Augmented Reality in Science and Language Integrated Learning. [б. в.], 2018. http://dx.doi.org/10.31812/123456789/2897.

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Using of new learning and IC technologies is necessary for effective learning of modern students. That is why it can be reasonable to introduce augmented reality and content-language integrated learning in educational process. Augmented reality helps create firm links between real and virtual objects. Content and language integrated learning provides immersion in an additional language and creates challenging group and personal tasks in language and non-language subjects. Using these technologies in complex provides social and ICT mobility and creates positive conditions for developing 9 of 10
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Shukla, Indu, Rajeev Agrawal, Kelly Ervin, and Jonathan Boone. AI on digital twin of facility captured by reality scans. Engineer Research and Development Center (U.S.), 2023. http://dx.doi.org/10.21079/11681/47850.

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The power of artificial intelligence (AI) coupled with optimization algorithms can be linked to data-rich digital twin models to perform predictive analysis to make better informed decisions about installation operations and quality of life for the warfighters. In the current research, we developed AI connected lifecycle building information models through the creation of a data informed smart digital twin of one of US Army Corps of Engineers (USACE) buildings as our test case. Digital twin (DT) technology involves creating a virtual representation of a physical entity. Digital twin is created
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Algarni, Youssef, Ravinder Saini, Sunil Vaddamanu, et al. The impact of virtual reality simulation in dental education: A systematic review of learning outcomes and student engagement. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2024. http://dx.doi.org/10.37766/inplasy2024.1.0096.

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Merzlykin, Olexandr V., Iryna Yu Topolova, and Vitaliy V. Tron. Developing of Key Competencies by Means of Augmented Reality at CLIL Lessons. [б. в.], 2018. http://dx.doi.org/10.31812/123456789/2661.

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Using of new learning and IC technologies is necessary for effective learning of modern students. Their specific educational needs are: using of mobile ICTs, collaboration, challenging tasks and entertainment. Appropriate learning environment should be created to satisfy all these demands. It ought to deal with cloud-based technologies (for 24/7 access, individual and group work according to a personal schedule), augmented reality (for creating of firm links between real and virtual objects), content and language integrated learning (for immersion in an additional language and creation challen
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Shamonia, Volodymyr H., Olena V. Semenikhina, Volodymyr V. Proshkin, Olha V. Lebid, Serhii Ya Kharchenko, and Oksana S. Lytvyn. Using the Proteus virtual environment to train future IT professionals. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3760.

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Based on literature review it was established that the use of augmented reality as an innovative technology of student training occurs in following directions: 3D image rendering; recognition and marking of real objects; interaction of a virtual object with a person in real time. The main advantages of using AR and VR in the educational process are highlighted: clarity, ability to simulate processes and phenomena, integration of educational disciplines, building an open education system, increasing motivation for learning, etc. It has been found that in the field of physical process modelling
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