List of publications on a keyword: «virtual reality»
-
Sovremennye vyzovy obrazovaniia sredstvami tsifrovykh tekhnologii
Book ChapterModern Challenges of Education and Psychology of Personality Formation- Author:
- Elena G. Kostenko
- Work direction:
- Глава 4
- Abstract:
- Electronic learning platforms are a fundamental aspect of improving the quality of education. Digital learning contributes to the individualization of the educational process, expands the availability of educational material and stimulates creative activity. The author summarizes: the use of new technologies in sports has both positive and negative sides, and requires an integrated approach to information technology management, taking into account the costs of cybersecurity, personnel training and the development of integrated information systems for effective process management in the sports industry.
- Keywords:
- educational process, e-learning, new technologies, virtual reality, digitalization, educational resources, self-study
-
Project activities for the creation of graphics design for gaming applications and board games
Book ChapterIssues of modern design education- Author:
- Marina G. Plotnikova
- Work direction:
- Глава 2
- Abstract:
- The chapter raises the current topic of graphics design for gaming applications and board games. The place and role of games in the social mind as a means of communication and receiving emotions is considered. The object of research is game design. The practical part of the game graphics design project is substantiated. The logo, characters, graphics and the structure of the internal content of the game are being developed. The purpose of the study is to identify the specifics of project activities for creating a game design. To achieve the goal, the following tasks are set: analyzing the types of project presentation of materials for visualization of game graphics; identifying the features of design technologies; analyzing the graphical support of the game space. As a result of the study, a graphical visualization of a computer game was performed. The result confirms the idea of the growth of digital technologies in the training of graphic designers. Scientific result: graphic accompaniment of games.
- Keywords:
- design, virtual reality, game, graphic design, computer game, game-design, project culture
-
The use of virtual reality technologies in teaching Chinese in the process of additional education for school children
ProceedingCurrent trends in the development of education system- Authors:
- Kamilia R. Gimaletdinova, Viktoriia D. Badaeva
- Work direction:
- Инновационные технологии как ресурс повышения качества образования
- Abstract:
- The article explores the prospects of using virtual reality (VR) technologies in the process of extracurricular education for school children studying the Chinese language. The potential of VR to create an interactive language environment that enhances motivation, improves retention, and deepens understanding of the material is analyzed. The study includes an experiment demonstrating the effectiveness of VR technologies compared to traditional teaching methods. The experiment's results show that the use of virtual reality significantly improves the acquisition of the Chinese language among schoolchildren and contributes to the development of individualized learning approaches.
- Keywords:
- virtual reality, innovative technologies, school education, Chinese language, extracurricular education, VR in learning, language environment, individualized learning
-
The Metaverse as one of the foundations of future education
Book ChapterTheoretical and practical aspects of pedagogy and psychology- Authors:
- Sergei I. Rodzin, Viktoriia V. Bova
- Work direction:
- Глава 1
- Abstract:
- The metaverse is a collective common space for interaction created as a result of the convergence of physical reality and virtual space, including augmented reality and the Internet. The potential of the metaverse in the field of education is of growing interest, and many researchers are exploring ways to improve the effectiveness of student learning, while reducing time and labor costs to ensure the educational process. However, the systemic and technological aspects of providing education through the metaverse remain insufficiently developed. To fill this gap, the paper presents the concept and architecture of the metaverse, combining artificial intelligence technologies, Web3 and blockchain technology to create a learning environment. The existing approaches to the creation of intelligent systems and gamification of learning, as well as some projects for the creation of a metaverse, are analyzed. The purpose of the proposed approach to creating a metaverse is to design a virtual learning space that begins with reflecting the physical world, storing user learning trajectories, knowledge trees in the blockchain, and providing a secure and open community. The main stages of the metaverse development are presented, including cloning, expansion and integration of physical and virtual components, as well as blockchain technologies. It is noted that by now the necessary prerequisites have developed in Russia for the realization of the metaverse as one of the foundations of future education.
- Keywords:
- virtual reality, metaverse, Web3, blockchain technology
-
DIGITAL INNOVATIONS IN AGRICULTURAL EDUCATION
Book ChapterPsychological and Pedagogical in High School- Author:
- Elena V. Shchedrina
- Work direction:
- Глава 8
- Abstract:
- The author's study considers the actual direction related to the "digital transformation" of modern society on the scale of the state. The connection between the global process of digitalisation and the need to introduce changes in the system of personnel training, in particular for the agro-industrial sector, is established. The strengths and weaknesses of digitalisation and their impact on the digital wellbeing of the individual are described. Statistical data reflecting some trends in the development of the digital economy in Russia are analysed. An assessment of the state of digitalisation of agriculture in the country is given, and real examples of the introduction of digital tools in the sector are described. The paper describes the structure of digital transformation of domestic agrarian education, which includes five structural components: technical, software, technological, methodological and organisational-legal. For each component, an overview of existing solutions on the market is given. The opportunities, existing experience and possible problem areas in the training of personnel for agriculture and the formation of digital competences of future graduates are considered.
- Keywords:
- information and communication technologies, competences, information technologies, virtual reality, digital transformation, digital technologies, Gadgets, computing networks, digitalisation, digital wellbeing, digitalisation of education
-
Visual components of modern culture
Research ArticleDevelopment of education No 2 (4)- Author:
- Victoria S. Amochkina
- Work direction:
- Theoretical and applied education research
- Abstract:
- This article discusses the various types of visual components of the modern world, their positive and negative effects, the impact of visual images on the perception of reality and the way of thinking of a modern person, both an adult and a child, as a future member of society, an attempt to philosophical understanding of this problem.
- Keywords:
- communication, visual component, clip thinking, virtual reality, advertising, social network