{"title":"虚拟现实支持下强化教育过程","authors":"A. Behúnová, L. Knapčíková, M. Behun","doi":"10.1109/ICETA57911.2022.9974884","DOIUrl":null,"url":null,"abstract":"In the higher education system, the introduction of information technologies is part of the modern unit of education. At the present time, when universities commonly use the form of distance and mixed education, this method places the student at the center of the entire educational system and among all other components related to this system. Supporting the development of skills, competencies, critical thinking, communication, and expressing ideas and concepts naturally, in a free form, stimulate the student. The motivation of individuals has a great influence on education and even on learning itself. These information technologies can implicitly greatly enhance motivation and also education through innovative teaching, learning, and assessment technologies. Motivation is increased through interactivity, dynamics, and effects provided by information technology. Virtual reality (VR) is the most interactive of these technologies. The contribution is devoted to the use of virtual reality in the educational process, where the basis of the use of virtual reality is the effort to display spatial models and scenes as faithfully as possible, their manipulation, the creation of the real world, a certain part of it with all its regularities and rules, movement in three-dimensional space and that all in real-time. In doing so, basic procedures from the field of computer graphics are used.","PeriodicalId":151344,"journal":{"name":"2022 20th International Conference on Emerging eLearning Technologies and Applications (ICETA)","volume":"53 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Enhancing Education Process Supported by Virtual Reality\",\"authors\":\"A. Behúnová, L. Knapčíková, M. Behun\",\"doi\":\"10.1109/ICETA57911.2022.9974884\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In the higher education system, the introduction of information technologies is part of the modern unit of education. At the present time, when universities commonly use the form of distance and mixed education, this method places the student at the center of the entire educational system and among all other components related to this system. Supporting the development of skills, competencies, critical thinking, communication, and expressing ideas and concepts naturally, in a free form, stimulate the student. The motivation of individuals has a great influence on education and even on learning itself. These information technologies can implicitly greatly enhance motivation and also education through innovative teaching, learning, and assessment technologies. Motivation is increased through interactivity, dynamics, and effects provided by information technology. Virtual reality (VR) is the most interactive of these technologies. The contribution is devoted to the use of virtual reality in the educational process, where the basis of the use of virtual reality is the effort to display spatial models and scenes as faithfully as possible, their manipulation, the creation of the real world, a certain part of it with all its regularities and rules, movement in three-dimensional space and that all in real-time. In doing so, basic procedures from the field of computer graphics are used.\",\"PeriodicalId\":151344,\"journal\":{\"name\":\"2022 20th International Conference on Emerging eLearning Technologies and Applications (ICETA)\",\"volume\":\"53 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-10-20\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2022 20th International Conference on Emerging eLearning Technologies and Applications (ICETA)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICETA57911.2022.9974884\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 20th International Conference on Emerging eLearning Technologies and Applications (ICETA)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICETA57911.2022.9974884","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Enhancing Education Process Supported by Virtual Reality
In the higher education system, the introduction of information technologies is part of the modern unit of education. At the present time, when universities commonly use the form of distance and mixed education, this method places the student at the center of the entire educational system and among all other components related to this system. Supporting the development of skills, competencies, critical thinking, communication, and expressing ideas and concepts naturally, in a free form, stimulate the student. The motivation of individuals has a great influence on education and even on learning itself. These information technologies can implicitly greatly enhance motivation and also education through innovative teaching, learning, and assessment technologies. Motivation is increased through interactivity, dynamics, and effects provided by information technology. Virtual reality (VR) is the most interactive of these technologies. The contribution is devoted to the use of virtual reality in the educational process, where the basis of the use of virtual reality is the effort to display spatial models and scenes as faithfully as possible, their manipulation, the creation of the real world, a certain part of it with all its regularities and rules, movement in three-dimensional space and that all in real-time. In doing so, basic procedures from the field of computer graphics are used.