Abstract

With the development of the Internet, virtual reality technology is manifested in various products through a more intuitive visual experience. As the carrier of virtual reality technology, according to many predictions, smart wearable devices will be the main development direction in the next few years; the era of intelligence also provides new requirements and new challenges for the education and teaching mode of ordinary colleges and universities. This paper aims to integrate wearable smart devices into public physical education, adopt comparative experiment method and data statistics method, and design and conduct teaching experiments with wearable smart devices based on the Internet of Things technology. The experimental class students’ shooting percentage score increased from 12.80 points to 21.43 points, calculated by SPSS. SPSS is “Statistical Products and Service Solutions” software. Initially, the full name of the software was “Statistical Software Package for Social Sciences.” However, with the expansion of the SPSS product service field and the increase of service depth, SPSS officially changed the English full name to “Statistical Products and Service Solutions” in 2000, which marked the strategic direction of SPSS which is making major adjustments. SPSS is the general term for a series of software products and related services for statistical analysis operations, data mining, predictive analysis, and decision support tasks launched by IBM. There are Windows and Mac OS X versions. P = 0.003 < 0.01 , which showed very obvious difference. At the same time, after the experiment, the comparison of the two groups of students’ skill scores showed that there is also a significant difference ( P = 0.003 < 0.05 ). A modern leap-forward teaching model that organically integrates wearable smart devices and public physical education is realized.

Highlights

  • Virtual reality technology is the use of computer graphics and image technology to generate a realistic three-dimensional virtual environment. e operator interacts with the virtual environment through the sensor device to obtain multiple perceptions such as vision, hearing, and touch and manipulate or change the virtual environment according to his own wishes

  • The research on human factors in virtual reality mainly focuses on the various physiological perceptions of people produced by virtual products, including the research on physiological structure, vision, hearing, and other aspects. ese studies are to make the “virtual environment” vividly restore the real world that people live in and realize that people can naturally feel the various physiological and psychological experiences in the real world in the “virtual environment,” thereby improving the simulation effect of virtual reality technology

  • Virtual reality is a combination of multiple technologies, including computer graphics technology, multimedia technology, sensor technology, human-computer interaction technology, network technology, 3D holographic projection technology, and simulation technology. ese technologies can Mobile Information Systems blur the user’s boundary between the virtual world and the real world and directly apply the user’s lifestyle in the real space to the “virtual environment,” bringing an unprecedented lifestyle experience

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Summary

Introduction

Virtual reality technology is the use of computer graphics and image technology to generate a realistic three-dimensional virtual environment. e operator interacts with the virtual environment through the sensor device to obtain multiple perceptions such as vision, hearing, and touch and manipulate or change the virtual environment according to his own wishes. With the development of science and technology, the virtual experience of wearable smart devices is developing towards a more natural way of interaction. E “microcourse” first proposed in 2008 by Yu, a senior teaching designer in the United States, has quickly entered people’s field of vision with its short, sharp, prominent themes and clear goals, with the help of the development of information technology and network communications The concept he put forward did not construct a complete conceptual system, and many definitions were vague [3]. Wearable smart devices mainly use the Internet as an information framework to bring users a brand-new interactive experience with the help of augmented reality technology.

Can be applied to mobile learning and online learning
Static node Mobile node
Enable students to understand the main points of technical movements
Total score
After p
Findings
Have promote Big promote
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