Abstract

The use of emerging technologies is becoming more common in today’s world, and as media integration deepens, so does the use of virtual reality technology. As an emerging science and technology, VR/AR technology plays a critical role in society’s development and progress, and its application in current education and teaching has become an indispensable link. The production of high‐quality animation professionals is the society’s and the animation industry’s urgent need for talent, the precondition for the prosperity of cultural and creative industries, and the foundation of national soft power. To bring more technical changes to education and provide theoretical support for the realization of human‐computer interaction technology, this paper mainly elaborates on the concept and application fields of VR/AR technology and discusses the specific applications of VR/AR technology according to its different educational stages. The main point of the presentation is to demonstrate how, in the era of 5G networks, large bandwidth, ultralow latency, massive connectivity, and ultrahigh reliability provide a strong network foundation for widespread VR/AR application. We will investigate the paucity of teaching methods, teaching modes, and teaching platforms as a result of the application of 5G‐based VR/AR technology in the teaching field of animation majors, as well as the design of teaching methods, teaching modes, and experimental training platforms based on 5G‐based VR/AR technology in animation majors in conjunction with the training plan of engineering students at our university. We will delve deeper into the integration of VR/AR technology and higher education teaching, laying the groundwork for “AI+” education. VR/AR technology can be used in the classroom to present information to students in a more three‐dimensional and intuitive way, which not only increases student interest in learning but also improves the learning experience and cultivates core literacy.

Highlights

  • The concept of virtual reality became widely known in 2016, the “Year of Virtual reality (VR).” The concept is not a new one in recent years [1], as its products date back to 1968 with Ivan Sutherland’s “Sword of Damocles,” which is considered to be the world’s first VR device

  • Relying on 5g network Relying on VR technology Relying on Augmented reality (AR) technology

  • Based on the results of student data analysis, this study constructively proposes a decision model for the application of differentiated instructional models, which can assist teachers in making appropriate arrangements for the nature of learning tasks, instructional organization forms, and instructional strategies in the process of applying differentiated instructional models

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Summary

Introduction

The concept of virtual reality (or VR for short) became widely known in 2016, the “Year of VR.” The concept is not a new one in recent years [1], as its products date back to 1968 with Ivan Sutherland’s “Sword of Damocles,” which is considered to be the world’s first VR device. With technological advances and capital pushing VR devices toward refinement [2], lightness, and mass appeal, the scale of commercialization attempts on VR has gradually expanded, starting with attempts in gaming and beginning with various convergence attempts in healthcare, real estate, traditional retail, education, film, and travel. When the hardware technology is effectively solved, VR/AR technology will be more popular and will provide a new round of transformation power for the traditional education and teaching mode, and the change will affect the transformation of the animation professional class teaching mode field. VR/AR education needs to have supporting digital animation professional class teaching mode to provide content support, and in the face of the wave of emerging technology, the content of traditional education will seek recreation through VR/AR, which will bring new market space for the field of animation professional class teaching mode. This transformation will provide innovative content carriers for traditional textbooks and teaching aids and expand the boundaries of animation professional teaching models

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Experimental Results and Analysis
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