Objective
Discuss about the Virtual Reality for Emerging Technologies and Innovation.
The paper discusses the importance of virtual reality and self evaluation education. Virtual reality is a three dimensional computer generated effective environment that act as an interactive platform where, people can share their view. However, certain limitations and disadvantages are associated to virtual reality and self evaluation in education. In order to overcome these problems, a best solution on virtual reality and self evaluation in education is suggested in this paper. The virtual platform enhances the efficiency of a traditional system and reduces the level of complexity.
The objective is to highlight the impact of virtual reality and self evaluation in education system. Nowadays, the technologies are evolving on a daily basis and depending on that the education process is also becoming more technical. The purpose is to focus on the ways through which the technologies are helping the learners to become more knowledgeable. In order to improve the learning approaches currently Virtual environment are creating by the developers in terms of electronic learning process. The objective is to identify different interaction methods that are used to establish relationship among the teachers and the learners.
It is expected that in the electronic learning processes both the teachers and the students become learners. The virtual environment helps to create a committee where all the participants can share their view with others on a single platform. The study results that teachers and students both are contributors and support each other to increase their eligibility in terms of knowledge and education. In higher education also electronic learning process acts as an intermediate bridge. It is also expected that virtual reality will put significant impact on the upcoming future as online learning and number of virtual classrooms are increasing every day.
Evaluation Table
Sr. No |
Author |
Education and area and methods |
Learning activities and learning models |
Advantages |
Limitation |
1 |
Hilary McLellan |
Importance of virtual reality in higher education, the model includes Gardner’s multiple intelligence model |
Howard Gardner’s multiple intelligence model |
People will be able to think more elaborately. People will able to develop the skill of the objects relevant to motion and co-ordination. |
The utilization of the tools are not clearly mentioned |
2 |
Benjamin Lok Richard E. Ferdig Andrew Raij Kyle Johnsen Robert Dickerson Jade Coutts Amy Stevens D. Scott Lind |
Application of virtual reality in medical communication education |
Digital animated avatar and virtual interactive characters |
Provides instructional framework to students to acquire knowledge. Students will take initiatives to evaluate their role in the learning process |
If any error occur then ho to overcome it not mentioned |
3 |
Joseph Isaac Sabarish V. Babu Nikeetha D’Souza Alison E. Leonard |
Different programming moves: Design and evaluation of applied embodied interaction in virtual media to increase the computational thoughts in middle school students |
VEnvl user interface Computational languages to develop the 3D programs |
The computed program is designed to reach the requirements of women. The intention is to increase the number of female graduates. |
To optional programming tools are not mentioned. |
4 |
Ernesto imperio Chiara rasi Alessandro antonietti Marco sacco |
The Representation of Virtual Reality in Education |
It will motivate the students to change the thought. It helps to understand the psychology of the students |
Design a prototype tool and utilizes it as a machine tool. |
Other tools are not mentioned |
5 |
Farzad Pour Rahimian Tomasz Arciszewski Jack Steven Goulding Pour Rahimian et al. Visualization in Engineering 2014 |
Successful education for AEC professionals: case study of applying immersive game-like virtual reality interfaces |
Da Vinci’s seven principle |
Implementation of this advanced technology is very complex even during the implementation process if any error is defined then the process has to start from the beginning. It means it cannot be changed from the middle portion. |
Implementation of this advanced technology is very complex even during the implementation process if any error is defined then the process has to start from the beginning. It means it cannot be changed from the middle portion. |
6 |
Álvaro Sánchez osé María Barreiro Víctor Maojo 2000 Kluwer Academic Publishers |
Design of Virtual Reality Systems for Education: A Cognitive Approach |
Metaphorical projection can be implemented |
The goal to build virtual world become easier |
The developments of the application are based on different learning tools. Thus, wrong design approach will lead to failure. |
No |
Learning outcome |
S |
W |
O |
T |
1 |
Cognitive approach |
The environment can be easily built. |
Various tools are needed thus, tool selection process is difficult. |
The learners and the teachers can collectively gain knowledge from this environment. |
If proper tools are no selected then the entire system will be a failure. |
2 |
Immersive game-like virtual reality interfaces |
It increases the level of global competition. |
Lack of capability and skill s of the professionals is referred to as the weakness. |
The routine projects can be developed as a result a novel solution can be generated which will be beneficial for both the users and service providers. |
Applications of the new supporting insights are threat to the game theory applicants. |
Current Solution 1 |
|||
Author Name and Published year |
System Components |
How is the System Work |
|
Design of Virtual Reality Systems for Education: A Cognitive Approach https://link.springer.com.ezproxy.csu.edu.au/article/10.1023/A%3A1012061809603 · Álvaro Sánchez · osé María Barreiro · Víctor Maojo 2000 Kluwer Academic Publishers · |
· virtual reality for education · metaphor · visualization of knowledge · Design of virtual reality systems. |
Metaphorical design of education and system virtual reality are the tools used to mitigate the problems that had been occurred in virtual reality system approach. |
|
Features/Characteristics |
Advantages |
Limitations and Challenges |
|
· Learning specification and categorization can be served by the system · Metaphorical projection can be implemented |
· Conception of the embodied defended mind can be. · The goal to build virtual world become easier. |
The developments of the application are based on different learning tools. Thus, wrong design approach will lead to failure. |
|
Diagram of this system |
No |
Hypothesis |
Dependent variable |
Independent variable |
Limitation |
Mitigation |
H1 |
The learning tool is appreciable |
Virtual reality |
Metaphor |
Design |
Appreciable toolsH2 |
e learning tool is not appreciable |
Virtual reality |
Knowledge |
Current Solution 2 |
|||
Author Name and Published year |
System Components |
How is the System Work |
|
Successful education for AEC professionals: case study of applying immersive game-like virtual reality interfaces https://link.springer.com.ezproxy.csu.edu.au/article/10.1186/2213-7459-2-4 · Farzad Pour Rahimian · Tomasz Arciszewski · Jack Steven Goulding Pour Rahimian et al. Visualization in Engineering 2014 |
· Training · Successful education · Pedagogy · Medici effect · Da Vinci Principles · Visualisation |
The new AEC professional will become more active and experienced after adopting the appropriate set of skills. It will help to take beneficial decision from the global perspectives. |
|
Features/Characteristics |
Advantages |
Limitations and Challenges |
|
Immersive visualization and technologies are associated to the system Da Vinci’s seven principle |
Depending on the theoretical pillars, it is capable to provide presentable framework to the AFC professional |
Implementation of this advanced technology is very complex even during the implementation process if any error is defined then the process has to start from the beginning. It means it cannot be changed from the middle portion. |
|
Diagram of this system |
No |
Hypothesis |
Dependent variable |
Independent variable |
Limitation |
Mitigation |
H1 |
Virtual reality is supported by mind mapping |
Virtual reality |
Social rules |
Design |
Proper decision making |
H2 |
Virtual reality is not supported by mind mapping |
Virtual reality |
Behavioral science theory |
Name of the proposed solution |
System Components |
How the solution will work |
Visual Simulation to virtual reality to game theory |
1. 3d graphics 2. Developed a science 3. Technology 4. Language |
This leveraging technology provides a delivery system to the consumers for organizations. It also serves training and development to the video game instructors. It is helpful in education purpose and the technology based performance also increases by using this particular technology. |
Features |
Advantages |
Challenges |
Influences the video game industry |
1. Increases the number of people working in the 3D environment. 2. Beneficial for gaming industries. 3. Provides advanced user interfaces |
If proper simulation tools are not used then, entire application will be failure and the developers have to start it from new. |
Analysis of the proposed solution |
Discussion |
Expected result |
Provides a virtual world to the gamers where people of different age and language can communicate with each other. |
Game community can be created and conducted and the entertainment industry gets benefitted from this approach. |
Positive |
References
Dos Santos Mendes, F. A., Pompeu, J. E., Lobo, A. M., da Silva, K. G., de Paula Oliveira, T., Zomignani, A. P., &Piemonte, M. E. P. (2012). Motor learning, retention and transfer after virtual-reality-based training in Parkinson's disease–effect of motor and cognitive demands of games: a longitudinal, controlled clinical study. Physiotherapy, 98(3), 217-223.
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Thorsteinsson, G. (2013). Developing an Understanding of the Pedagogy of Using a Virtual Reality Learning Environment (VRLE) to Support Innovation Education. The Routledge International Handbook of Innovation Education. Edited by LV Shavinina. Oxford: Routledge. ISBN-10, 415682215, 456-470.
Wu, H. K., Lee, S. W. Y., Chang, H. Y., & Liang, J. C. (2013). Current status, opportunities and challenges of augmented reality in education. Computers & Education, 62, 41-49.
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