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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.

FitzGerald, E., Ferguson, R., Adams, A., Gaved, M., Mor, Y., & Thomas, R. (2013). Augmented reality and mobile learning: the state of the art. International Journal of Mobile and Blended Learning, 5(4), 43-58.

Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney-Kennicutt, W., & Davis, T. J. (2014). Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis. Computers & Education, 70, 29-40.

Sharples, M., Adams, A., Alozie, N., Ferguson, R., FitzGerald, E., Gaved, M., ... &Roschelle, J. (2015). Innovating Pedagogy 2015: Open University Innovation Report 4.

Simões, J., Redondo, R. D., & Vilas, A. F. (2013). A social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29(2), 345-353.

Tawfik, M., Sancristobal, E., Martin, S., Gil, R., Diaz, G., Colmenar, A., ... &Hakansson, L. (2013). Virtual instrument systems in reality (VISIR) for remote wiring and measurement of electronic circuits on breadboard. IEEE Transactions on Learning Technologies, 6(1), 60-72.

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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