scholarly journals Cultivation of Students’ Painting Appreciation Ability Based on Virtual Reality

2021 ◽  
Vol 2021 ◽  
pp. 1-14
Author(s):  
Xi Xu ◽  
Zhenhua He

The advent of the digital age has had a profound impact on people’s lives, and therefore began to add virtual reality content to the art classes of school students, aiming to continuously adapt to the needs of the times for art classes and aesthetics. In order to explore the status quo of the virtual reality technology based on the modern boom in the students’ appreciation of painting ability, In this paper, literature analysis, collect data from the old model model reconstruction method and questionnaire, analyze the effect of virtual reality technology for students to appreciate the impact of, simplifies the algorithm. And create appreciation for the culture of virtual experiment platform. In studying the impact of virtual reality technology on appreciating ability, 25% of boys are selected and 75% of girls are selected. 85% of the people who own personal computers conducted experiments, and the results showed that 60% of students log in for 1.5-4 hours, 19% of students log in for 4-9 hours, and 15% of students log in for 9-14 hours. The number of students who log in for more than 14 hours only accounts for 6%. Frequent participation in the appreciation ability through the network model is significantly different from the general painting course appreciation ability, and the performance is extremely significant. In addition, the students’ overall affirmation level of information ability is 4.0, which is significantly higher than the even value of the 5.0 scale, which shows that the improvement of college students’ painting appreciation ability through the network virtual platform is huge. It is basically realized that starting from the acquisition and processing of virtual platform information, a virtual platform model that has a substantial improvement in students’ appreciative ability is designed.

2021 ◽  
Vol 13 (6) ◽  
pp. 3240
Author(s):  
Hyun Suk Lee ◽  
Junga Lee

We analyzed the effects of an elementary school soccer class using virtual reality technology on students’ attitudes toward physical education class and the influence on class flow. The data from 113 elementary school students from Seoul and Gyeonggi-do were analyzed. Students were divided into groups that received either virtual reality or traditional classes (e.g., playing on a playground). Data were analyzed with three-way analyses of variance. Results revealed that students who participated in the virtual reality classes had more confidence, concentration, and experienced more flow (specifically, attention to PE class, integration of ability, challenge, and sense of control) than students who participated in the traditional class. This suggests that virtual reality technology positively affected students’ attitudes and flow. In subsequent research, it is necessary to develop and disseminate a variety of virtual reality sports programs and to conduct studies with students from various grade levels.


2020 ◽  
Author(s):  
Paola Araiza-Alba ◽  
Therese Keane ◽  
Jennifer L Beaudry ◽  
Jordy Kaufman

In recent years, immersive virtual reality technology (IVR) has seen a substantial improvement in its quality, affordability, and ability to simulate the real world. Virtual reality in psychology can be used for three basic purposes: immersion, simulation, and a combination of both. While the psychological implementations of IVR have been predominately used with adults, this review seeks to update our knowledge about the uses and effectiveness of IVR with children. Specifically, its use as a tool for pain distraction, neuropsychological assessment, and skills training. Results showed that IVR is a useful tool when it is used either for immersive or simulative purposes (e.g., pain distraction, neuropsychological assessment), but when its use requires both simulation (of the real world) and immersion (e.g., a vivid environment), it is trickier to implement effectively.


2020 ◽  
Vol 27 (3) ◽  
pp. 257-273 ◽  
Author(s):  
Priska Breves

Video games are one of the most popular media forms in today's society, but are often criticized for various reasons. For instance, mainstream video games do not incorporate enough racially diverse game characters or are often connected to adolescents’ levels of aggression and have thus been the focus of many debates. While the negative consequences of video games have been analyzed by many academic studies, research on the prosocial effects of video games is scarce. To address this research gap and support the ongoing call for more diverse video game characters, this study used a 3 × 1 between-subjects design ( N = 86) to test the impact of racially diverse non-playable characters (NPCs). The parasocial contact hypothesis was used as the theoretical foundation, incorporating virtual reality technology as an intensifier of effects. The results showed that helping a Black NPC did not reduce implicit bias, but reduced explicit bias towards Black people. This improvement was stronger when the video game was played using virtual reality technology than when using a traditional two-dimensional gaming device.


2020 ◽  
Vol 24 (18) ◽  
pp. 13879-13892 ◽  
Author(s):  
M. Rosario González-Rodríguez ◽  
M. Carmen Díaz-Fernández ◽  
Miguel Ángel Pino-Mejías

2021 ◽  
Vol 23 (08) ◽  
pp. 31-38
Author(s):  
Siddharth Jain ◽  

Construction 4.0 (a concept of Industry 4.0) is an ongoing transformation that aims at digitalization and automation of traditional construction and industrial practices using modern smart technology. The technological development especially of the construction sector is of utmost importance to meet the requirements of rapid construction projects aiming at quality work, increased productivity, and cost savings. One such technology that has come to the limelight is Virtual Reality (VR), which is a computer-generated smart environment that is artificially created using various types of hardware and software. This smart environment is created to resemble a real-life structure that can be explored, visualized, and interacted with by users using electronic devices for better decisionmaking before actual construction. The purpose of this paper is to design a Virtual Reality model using Building Information Modelling (BIM) and to examine the impact and influence of Virtual Reality Technology in the Indian construction industry with the help of a questionnaire survey. This study provides necessary information for implementing Virtual Reality technology in the construction industry. The results of this study provide a research road map to researchers for their future efforts.


Author(s):  
Nazanin Rasekh ◽  
Hamid Ghasemi ◽  
Leonardo Jose Mataruna-Dos-Santos Mataruna-Dos-Santos ◽  
Hossein ABdolmaleki ◽  
Behzad Soheili

Although advertising literacy leads to critical thinking in the face of advertising, but so far, no action has been taken in Iran regarding a tool to measure this type of literacy. And after the investigations, it was determined that although much research has been done on advertising, but the lack of appropriate measurement tools to measure the level of advertising literacy is clearly evident. Therefore, this research provides a valid tool for measuring advertising literacy from students' perspective. In this study, referring to the dimensions of advertising literacy from the perspective of Malmelin (2010) and the views of related professors, a questionnaire was developed and to determine the validity of the structure, confirmatory factor analysis was used. In this study, the statistical population was high school students, considering the impact of advertising in this age range; finally, a tool with four dimensions of informational literacy, aesthetic literacy, rhetorical literacy and promotional literacy was obtained. According to the confirmation of this tool in the present study, it can be used to examine the status of items, their order and prioritization from the perspective of the mentioned population.


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