Immersive virtual interactive environment based on hologram technology for youth art education

Yujie Zhang, Ao Jiang
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Abstract

Arts education for young people (mainly aged 16-18) varies greatly geographically due to differences in economic development between regions. The current situation in arts learning is that high schools' teaching models and thinking need to be more exciting and interactive. With the rise of the 'meta-universe', the use of hologram technology and immersive virtual interactive environments such as AR and VR can make up for the current waste of educational resources due to 'egalitarianism' in the arts education sector. This is also a sign of increasing economic investment in education.Based on several years of experience in high school art education, the author has been able to adapt the teaching equipment to the teaching behaviour, through literature research, field studies and experience summaries, to sort out the most basic functions that teaching should have when designing, and to conduct product research based on existing products on the market, to give certain product function deficiencies and aspects that can be improved. The study also provides some insights into hologram technology and immersive virtual interactive environments for art education.
基于全息技术的沉浸式虚拟交互环境青少年艺术教育
青少年(主要是16-18岁)的艺术教育由于地区间经济发展水平的差异,地域差异很大。美术学习的现状是高中的教学模式和思维需要更加刺激和互动。随着“元宇宙”的兴起,利用全息技术和沉浸式虚拟交互环境,如AR和VR,可以弥补目前艺术教育领域由于“平均主义”而造成的教育资源浪费。这也是教育领域经济投资增加的一个迹象。笔者基于几年的高中美术教育经验,能够将教学设备与教学行为相适应,通过文献研究、实地调研和经验总结,梳理出教学在设计时应该具备的最基本的功能,并结合市场上已有的产品进行产品研究,给出产品功能上的一些不足和可以改进的方面。本研究也对全息技术与沉浸式虚拟互动环境在艺术教育上的应用提供了一些见解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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