The Complementary Roles of VR and Smart Home Technologies in Shaping Parenting Self-Efficacy, Parenting Burden, and Family Emotional Intimacy
Objectives: This study empirically tested the Technology-Based Family Resource Model (T-BFRM) to investigate two complementary pathways through which Virtual Reality (VR) and smart home technologies enhance family emotional intimacy: VR mediated by increased parenting self-efficacy (resource acquisition pathway) and smart homes mediated by reduced parenting burden (resource conservation pathway). This study also examined the structural invariance of this model across fathers and mothers.Methods: Participants comprised 169 parent couples (<i>N</i> = 338) raising children aged five years and under. Quantitative data were subjected to confirmatory factor analysis (CFA), structural equation modeling (SEM), and multi-group SEM with 5,000 bootstrap re-samples, controlling for digital literacy and socioeconomic status. A concurrent qualitative component (<i>N</i> = 20) provided phenomenological depth to contextualize statistical pathways through parents’ lived experiences in technology-mediated family dynamics.Results: The structural model demonstrated excellent fit (CFI = .94, RMSEA = .04). VR utilization significantly enhanced family intimacy indirectly through increased parenting self-efficacy (β = .17, <i>p</i> 〈 .001). Smart home utilization enhanced intimacy indirectly through reduced parenting burden (β = .11, <i>p</i> 〈 .001). Multi-group SEM confirmed full structural invariance across genders (<i>Δ</i>CFI = .002, <i>p</i> 〉 .05), revealing gender-neutral mechanisms.Conclusion: The T-BFRM establishes VR and smart home technologies as synergistic psychosocial resources that jointly strengthen family cohesion through distinct complementary pathways. VR fosters relational mastery and competence, whereas smart homes conserve the psychological resources for emotional availability. These findings advocate for gender-neutral and technology-integrated family interventions and provide a theoretical foundation for digital equity policies that support early parental well-being.
- Research Article
- 10.26907/2658-3321.2024.7.4.423-435
- Jan 1, 2024
- KAZAN LINGUISTIC JOURNAL
The aim of this article is to study the specifics of using virtual reality technology in the process of teaching foreign languages. The scientific and methodological literature on this issue is analyzed, and as a result of the analysis, the advantages, disadvantages, and difficulties of implementing this technology are identified. Despite the prospects of using VR technology in education, practical application is necessary to assess its effectiveness. Based on the obtained information, an attempt is made to provide recommendations for overcoming the difficulties of implementing and using VR in language education. These recommendations include supporting innovations in education, increasing teachers' competence in the field of virtual reality, expanding the diversity of VR content, standardizing the use of this technology in education, and controlling its impact on students' health.The research also concludes that the concept of "virtual reality in language education" requires clarification, and an attempt is made to define it. Key principles (didactic expediency, professional orientation, interactivity, connection of theory with practice) and approaches applicable in the process of using VR in teaching foreign languages are identified and substantiated. References Krasnova T.I. The Potential of Immersive Virtual Reality in Foreign Language Learning. 2023;1(98):89–91. (In Russ.) Hukalenko Y.S. Foreign Language Learning (Using English as an Example) with Virtual Reality Technology: A Review of Main Developments. News of the Eastern Institute. 2021; 2(50):118–128. (In Russ.) Bonner E., Reinders H. Augmented and Virtual Reality in the Language Classroom: Practical Ideas. Teaching English with Technology. 2018;3:33–53. Kotenko V.V. Problems and Opportunities of Using Augmented and Virtual Reality Technologies in Foreign Language Teaching. Lesgaft University Scientific Notes. 2020;3(181): 252–258. (In Russ.) Konnova Z.I., Semenova G.V. Augmented and Virtual Realities Technologies: Innovations in Foreign Language Teaching at University. Scientific Result. Pedagogy and Psychology of Education. 2021;3:53–65. (In Russ.) Borscheva V.V. Virtual Reality in Language Education: The Potential of Technology. Pedagogy and Psychology of Education. 2018;1:64–70. (In Russ.) Rolgaiser A.A. Application of Virtual and Augmented Reality Technologies in Foreign Language Teaching at University. Society: Sociology, Psychology, Pedagogy. 2022;5(97): 170–173. (In Russ.) Arvanitis P. VR vs AR are Suitable for the Development of Linguistic Skills in Second Language Teaching. INTED2019 Proceedings. 2019:2222–2228. Starodubtseva E.A. The Use of Virtual Reality Technology in Foreign Language Learning at University. Humanities Sciences. Bulletin of the Financial University. 2022;1:110–113. (In Russ.) Taran V.N. The Use of Augmented Reality in Teaching. Problems of Modern Pedagogical Education. 2018;2:333–337. (In Russ.) Dobrova V.V., Labzina P.G. Virtual Reality in Foreign Language Teaching. Bulletin of the Samara State Technical University. Series Psychological and Pedagogical Sciences. 2016; 4(32):55–60. (In Russ.) Troepolskaya A.P. Virtual Reality in Foreign Language Learning. 2022; 4(68):76–81. (In Russ.) Labzina P.G., Gureev M.V., Zhabin M.E., Novalov E.I. Principles of Teaching Professionally Oriented Foreign Language in Virtual Reality. Bulletin of the Samara State Technical University. Series Psychological and Pedagogical Sciences. 2017;4(36):79–89. (In Russ.) Rostovtseva P.P. Virtual Reality in the Foreign Language Learning Process. MNKO. 2023;2(99):233–235. (In Russ.) Krasnova T.I. Innovative Language Learning: Research on Immersive Virtual Environments. Society: Sociology, Psychology, Pedagogy. 2023;3(107):119–123. (In Russ.) Ivanova A.V. Virtual and Augmented Reality Technologies: Opportunities and Barriers to Application. Strategic Decisions and Risk Management. 2018;3(106):88–107. (In Russ.) Shakirova A.A. Digital Tools in Foreign Language Teaching at the University. Kazan Linguistic Journal. 2022;5(2):257–269. (In ) Krylova A.S. The Use of Augmented Reality for Educational Purposes. European Science. 2016;6(16):87–88. (In Russ.)
- Research Article
- 10.25683/volbi.2022.58.129
- Feb 20, 2022
- Бизнес. Образование. Право
Рассматриваются особенности применения технологий VR (виртуальной реальности) и AR (дополненной реальности) организациями финансовой сферы. Определяется специфика технологий виртуальной и дополненной реальности. Последовательно представлена история их продвижения на рынки, отмечены наиболее яркие факты, результаты совершенствования в контексте технологического прогресса (Sensorama, head-mounted display, «Кинокарта Аспена», устройство Eye Tap, коммерческая система RB2, VR-консоль компании SEGA Games Co., очки Oculus Rift и др.). Отмечаются области и возможности их применения. Изучена степень проникновения технологий виртуальной и дополненной реальности в деятельность финансовых организаций. Указаны основные направления их применения: приведены конкретные примеры интеграции VR- и AR-технологий в работу финансовых организаций. Систематизированы такие цели применения AR- и VR-технологий в финансовой сфере, как упрощение получения и обработки информации клиентами посредством приема визуализации, сохранение безопасности, маркетинговые коммуникативные цели и др. В результате проведенного исследования обозначены тенденции использования технологий на финансовом рынке, выявлены возможности их развития и перспективы применения, факторы, сдерживающие их развитие, определены и систематизированы преимущества и недостатки как самих технологий, так и функционирования этих технологий в финансовой среде. В заключение сделан вывод о том, что применение VR- и AR-технологий позволит финансовым организациям укрепить свои конкурентные позиции на рынке, а клиентам финансовых организаций — создать собственную безопасную онлайн-среду, в которой они смогут управлять своими деньгами и инвестициями и совершать транзакции. The features of the use of VR (virtual reality) and AR (augmented reality) technologies by financial organizations are considered. The specifics of virtual and augmented reality technologies are determined. The history of their promotion to markets is presented in a coherent manner, highlighting key facts, the results of improvements in the context of technological advances (Sensorama, head-mounted display, Aspen’s Cinema Map, Eye Tap device, RB2 commercial system, VR-console of SEGA Games Co., glasses Oculus Rift and more). Areas and possibilities of their application are noted. The areas and possibilities of their application are highlighted. The degree of penetration of virtual and augmented reality technologies in the activities of financial institutions is explored. The main directions of their application are indicated: specific examples of integration of VR- and AR-technologies in the work of financial institutions are given. The goals of using AR and VR technologies in the financial sector, such as simplifying the receipt and processing of information by clients through the reception of visualization, maintaining security, marketing communication goals, etc., are systematized. As a result of the study, trends in the use of the technologies in the financial market are identified, opportunities for their development and prospects of application, factors that restrain their development are identified, the advantages and disadvantages of both the technologies themselves and the functioning of these technologies in the financial environment are identified and systematized. It is concluded that the use of VR and AR technologies will allow financial institutions to strengthen their competitive positions in the market, and let the clients of financial institutions create their own secure online environment in which they can manage their money and investments and make transactions.
- Research Article
- 10.61173/bgyvps76
- Dec 31, 2024
- Science and Technology of Engineering, Chemistry and Environmental Protection
With the advancement of artificial intelligence (AI) and virtual reality (VR) technologies, smart home systems are gradually transforming people’s lifestyles. This paper explores the applications of AI and VR in the smart home domain, focusing on how these technologies enhance the intelligence and personalization of home life. First, the paper describes the fundamental concepts of AI and VR technologies and their current applications in smart homes, including devices such as smart thermostats, smart lighting, and smart security systems. Subsequently, the paper provides detailed case studies of AI and VR applications in smart home design, home entertainment, and remote monitoring, emphasizing the immersive experiences and interactive advantages these technologies offer. Additionally, the article discusses the challenges posed by the integration of these technologies, such as privacy protection and data security concerns. Finally, the paper concludes with an overview of the development prospects of AI and VR technologies in the smart home sector, highlighting their potential to enhance residential safety, convenience, and comfort.
- Research Article
- 10.61173/azyzsq34
- Nov 12, 2024
- Science and Technology of Engineering, Chemistry and Environmental Protection
With the advancement of artificial intelligence (AI) and virtual reality (VR) technologies, smart home systems are gradually transforming people’s lifestyles. This paper explores the applications of AI and VR in the smart home domain, focusing on how these technologies enhance the intelligence and personalization of home life. First, the paper describes the fundamental concepts of AI and VR technologies and their current applications in smart homes, including devices such as smart thermostats, smart lighting, and smart security systems. Subsequently, the paper provides detailed case studies of AI and VR applications in smart home design, home entertainment, and remote monitoring, emphasizing the immersive experiences and interactive advantages these technologies offer. Additionally, the article discusses the challenges posed by the integration of these technologies, such as privacy protection and data security concerns. Finally, the paper concludes with an overview of the development prospects of AI and VR technologies in the smart home sector, highlighting their potential to enhance residential safety, convenience, and comfort.
- Research Article
2
- 10.15276/mdt.2.3.2018.1
- Sep 7, 2018
- Marketing and Digital Technologies
The article deals with the types and properties of modern technologies of virtual and additional reality. The development and trends of the world market of virtual and additional reality are analyzed. A market research of consumers in the form of a survey was conducted to determine the tendencies of the Ukrainian virtual and additional reality technologies market. According to its results, three groups of consumers were distinguished, differing in knowledge, attitude and technology evaluations: neutral, skeptics and innovators. Two latent factors that have an impact on consumer behavior were allocated: conservatism and liberalism. Key words: marketing research, technology of additional reality, technology of virtual reality, questionnaire survey, cluster analysis, factor analysis. DOI: 10.15276/mdt.2.3.2018.1 Virtualnaya realnost [A virtual reality]. (2017). Vikipediya – svobodnaya entsiklopediya [Wikipedia, the free encyclopedia]. ru.wikipedia.org Retrieved from https://ru.wikipedia.org/wiki/Виртуальная_ реальность [in Russian]. Nosov, N.A. (2000). Virtualnaya psihologiya [Virtual psychology]. Agraf [in Russian]. Barberie, S., & Llamas, S. (2017). Virtual Reality Market and Consumers. www.superdataresearch.com. Williams, J.A. (2017). Reality check for virtual headsets. The Economist. Retrieved from https://www.economist.com/news/business/21724863-vr-has-been-more-about-hype-substance-will-change-reality-check-virtual. Dopolnennaya realnost [Augmented Reality]. Vikipediya – svobodnaya entsiklopediya [Wikipedia, the free encyclopedia]. ru.wikipedia.org Retrieved from https://ru.wikipedia.org/wiki/Дополненная_ реальность [in Russian]. After mixed year, mobile AR to drive $108 billion VR/AR market by 2021. (2017). Digi-Capital. Retrieved from https://www.digi-capital.com/news/2017/01/after-mixed-year-mobile-ar-to-drive-108-billion-vrar-market-by-2021/#.WoArb65l_tQ. Apple and Facebook to drive mobile AR over 1B users and $60B by 2021. (2017). Digi-Capital. Retrieved from https://www.digi-capital.com/news/2017/06/mobile-ar-to-top-a-billion-users-and-60-billion-by-2021/#.WoAx2a5l_tQ. Ubiquitous $90 billion AR to dominate focused $15 billion VR by 2022. (2018). Digi-Capital. Retrieved from https://www.digi-capital.com/news/2018/01/ubiquitous-90-billion-ar-to-dominate-focused-15-billion-vr-by-2022/#.WoA0Ba5l_tQ. Karpenko, O. Opublikovan onlayn-katalog ukrainskih VR i AR-startapov. Retrieved from https://ain.ua/2017/11/01/zarabotal-katalog-ukrainskix-vr-i-ar-startapov [in Russian]. Oklander, M.A., Oklander, T.O., & Yashkina, O.I. (2017). Tsyfrovyi marketynh – model marketynhu ХХІ storichchia [Digital Marketing – The Marketing Model of the 21st Century]. Oklander, M.A. (Ed.). Odesa: Astroprint [in Ukrainian].
- Conference Article
- 10.21125/edulearn.2019.0895
- Jul 1, 2019
- EDULEARN proceedings
Primary school students often find it difficult to differentiate two dimensional and three-dimensional geometric shapes. Taking advantage of the ability of Virtual Reality (VR) and Augmented Reality (AR) to visualize 3D objects, we evaluate the potential of VR and AR technologies for teaching the lesson of geometric solids to primary school children. To the best of our knowledge there are no previous cases in the literature describing a comparative evaluation of VR and AR technologies in education, and more specifically in the field of mathematics for primary school children. An experimental evaluation was staged to test the following hypothesis: Hypothesis 1: VR and AR applications make the teaching of mathematics more interactive and interesting and they also contribute to a more efficient learning and understanding of mathematical concepts. Hypothesis 2: The use of VR applications is more effective when compared to AR applications for mathematics teaching activities. For the needs of the experimental evaluation, we designed a lesson plan comprised of three activities: Classification of shapes into solid or plane shapes, identification of solid shapes appearing in a typical city environment, and classification of solid shapes. The lesson plan was implemented based on the traditional method that utilizes printed material, three related VR and three AR applications. The developed VR and AR applications for the current research do not require specialized equipment. For the AR applications, the users only need to use their mobile device or tablet and for VR applications they only need to use a mobile phone and low-cost virtual reality glasses. As part of the study 30 fourth, fifth and sixth class primary school students were divided equally into the control group who used the traditional teaching method, and the AR and VR groups who used AR and VR applications respectively. Participants were provided with questionnaires before (pre-test) and after the test (post-test) to measure factors such as user attention, presence, enjoyment, science knowledge, auditory knowledge, and visual knowledge. According to the results, new technologies in education in the form of virtual and augmented reality improve interactivity and student interest in mathematics education, contributing to more efficient learning and understanding of mathematical concepts when compared to traditional teaching methods. No significant difference was observed between virtual and augmented reality technologies with regards to the efficiency of the methods that contribute to the learning of mathematics, suggesting that both virtual and augmented reality display similar potential for educational activities in Mathematics. Based on statistical evidence Hypothesis 1 was accepted and Hypothesis 2 was rejected. The current research is one of the first attempts ever to compare VR and AR technologies for Mathematics teaching activities in primary school. The findings of our research can provide valuable feedback to educators and developers who plan to use or develop VR or AR technologies for educational activities. Given that these days VR and AR applications, like the ones used in the experimental evaluation, do not require highly specialized equipment, the introduction of AR and VR based activities both for in-class and extra curriculum activities provide a promising way for more efficient Mathematics training activities.
- Research Article
2
- 10.24857/rgsa.v18n1-056
- Feb 6, 2024
- Revista de Gestão Social e Ambiental
Objective: This study aims to investigate the factors influencing the behavioral habits of adolescent users regarding the use of smart home products. Theoretical Framework: Smart homes represent an innovative integration of electronic devices within a private home environment, utilizing technologies such as the Internet of Things, automatic control, and network communications to enhance efficiency, energy conservation, and security. This study is grounded in the theoretical framework of technology acceptance models and behavioral intentions to understand the adoption of smart home technology systems among adolescents. Method: Qualitative research was conducted using a structured questionnaire to collect data from 390 users in Zhengzhou, Henan. The data were filtered to eliminate outliers. Descriptive statistics, confirmatory factor analysis, and structural equation modeling were employed to determine the style and scale of smart home product design and the relationship between user attitudes and usage behavior. Results and Conclusion: The study found a direct and positive relationship between smart home product attitudes and teenage users' behavioral intentions. Additionally, it revealed that user personal capabilities significantly predict the actual adoption of smart home technology systems among adolescents. The findings provide valuable insights for designing smart home technology systems and products tailored to adolescent users in Zhengzhou, Henan, contributing to the advancement of management practices in the field of smart home technology. Originality/Value: This study contributes to the advancement of science in the field of smart home technology by revealing causal factors influencing the acceptance of smart home technology systems among adolescents in Zhengzhou, Henan.
- Research Article
42
- 10.1176/appi.neuropsych.21030067
- Jul 1, 2021
- The Journal of neuropsychiatry and clinical neurosciences
Extended-Reality Technologies: An Overview of Emerging Applications in Medical Education and Clinical Care.
- Research Article
1
- 10.3390/jtaer20020148
- Jun 17, 2025
- Journal of Theoretical and Applied Electronic Commerce Research
In the post-digital era, virtual reality (VR) technology is increasingly being utilized in the real estate industry. In this study, the influence of functional experience with VR technology (e.g., interactivity and flexibility) on consumers’ offline house viewing intentions is explored. On the basis of efficiency–flexibility ambidexterity and customer inspiration theory, a structural equation model was employed to analyze empirical data collected from 388 consumers in the Guangdong–Hong Kong–Macao Greater Bay Area. The key findings are as follows: (1) VR technology features have significant positive effects on customer inspiration, which in turn enhances customers’ willingness to view houses offline; (2) VR presence, enjoyment, interactivity, and flexibility all contribute to customer inspiration, with VR presence having the most substantial impact; and (3) VR knowledge and consumer demand for uniqueness significantly moderate the relationship between VR technology features and customer inspiration. For example, consumers with substantial VR knowledge can more effectively leverage VR technology, whereas those with a strong need for uniqueness are more likely to be inspired by the innovative aspects of VR. This research provides theoretical support for the application of VR technology in real estate marketing and practical guidance for enterprises to optimize VR marketing strategies, improve consumer experiences, and drive offline transactions. These insights can help companies better understand consumer psychology and behaviour in the digital marketing landscape.
- Research Article
7
- 10.1049/icp.2021.0914
- Jun 7, 2021
- IET Conference Proceedings
Modern technologies continue to evolve in the Real Estate sector in attempts to increase profit and efficiency. Virtual Reality (VR) and Augmented Reality (AR) technologies are no exception, streamlining the way business is done. Today, more than ever, developers claim that the technology can provide an efficient means of visualizing, marketing and selling real estate project. VR and AR technologies fill the imagination gap in the real estate market, enabling investors to visualize the result of an on-plan project and to imagine how the space will look like after being built, refurbished or emptied. Through a set of semi-structured interviews, this research investigates the role of real estate developers as clients for these technologies and explores the contribution of technology providers in revolutionizing the real estate sector. Ten semi-structured in-depth interviews were conducted with seven developers and three suppliers to study the potentials and challenges of employing the technology in the real estate sector in Bahrain. The results showed the effectiveness of the technologies with younger clients and investors and the challenges that faces its adoption with the older generation. The research showcases the usefulness of employing AR and VR technologies in enabling better visualization and facilitating higher sales in the real estate sector. The study showed that even though VR and AR technologies provide people with a simulated lifelike experience, it cannot be identified as a replacement of the brochures, 2D and 3D drawings, and physical models. There seems to be still a gap between the developer, the consultant and the VR specialist concerning taste, sale potentials and the costs associated with the design. The technology still suffers from many shortcomings including its unjustifiable high cost for small projects, its heavy size, and its tendency to crash or jam often. In addition, the technology is still Internet dependent which requires a strong connection at the display venue.
- Conference Article
3
- 10.2991/etmhs-15.2015.301
- Jan 1, 2015
- Advances in Social Science, Education and Humanities Research/Advances in social science, education and humanities research
As virtual reality technology matures and popular, it is gradually applied in art design.Virtual reality is constructed by high-tech means of the artificial environment.How best to achieve the user in the virtual world of realistic experience, has become a new research hotspot.In view of the present virtual reality technology and virtual aesthetics can improve the effect of the simulation are faced with the problem, in this paper, the study of virtual reality in art and design.Put forward the integration of technology and art technique can improve the virtual reality visual properties and the degree of match user requirements, improve the effect of the simulation.
- Research Article
8
- 10.1155/2022/1551118
- Feb 7, 2022
- Journal of Sensors
With the vigorous development of the advertising industry, advertising in the era of intelligent media fills all aspects of our lives, and more and more intelligent media are applied to the advertising industry. The current three-dimensional advertising and interactive advertising are too fragmented in form, with three-dimensional advertising having a strong sense of three-dimensionality but lacking interactivity and interactive advertising having strong interactivity but lacking visual attraction. How to integrate 3D advertising and interactive advertising in order to make advertising in the future has greater development potential and market, whether in the visual or interactive experience can attract the target consumers becomes very necessary. It is found that VR technology has a wide range of application prospects, and intelligent media advertising mediated by VR technology follows the trend of advertising industry development. This thesis uses VR (virtual reality) technology as a medium to study the integration of 3D advertising and interactive advertising in the smart media era. In the second phase, the development direction of VR as an advertising medium in the era of intelligent media is identified. The research on the integration of 3D animated ads and interactive ads under VR technology is launched, and the research on 3D stereoscopic and interactive design of advertisements in the era of smart media is a reflection and exploration of the future language of advertising design. And through the comparison with traditional advertising, it is concluded that the aesthetic subject of VR advertising is “polycentric,” the aesthetic object. Then, we analyze the theoretical roots of the formation of the aesthetic characteristics of VR advertising from three levels: media technology, communication theory, and audience psychology. Finally, we return to the general environment of visual culture and explore the deconstruction of visual culture by the aesthetic characteristics of VR advertising in three levels: “symbol collapse,” “audience reshaping,” and “immersive communication.”
- Book Chapter
3
- 10.4018/979-8-3693-3200-9.ch008
- Jun 28, 2024
Artificial intelligence (AI), virtual reality (VR), augmented reality (AR), and smart home technologies can enhance visual quality, functionality, and inclusion in built environments. AI algorithms are essential for refining lighting models, strengthening natural lighting, energy efficiency, and sustainability. VR provides immersive experiences in architectural and environmental planning, as well as in cultural heritage preservation and architectural education. Integrating VR with Building Information Modeling (BIM) platforms improves visualization and interaction in sustainable building design. Additionally, AR and smart home systems offer real-time information on space design, enhancing accessibility and efficiency, especially for people with disabilities. AR can also assist in assessing building safety and predicting disasters. This combination of technologies optimizes architectural design, lighting, and space distribution, promoting attractive, functional, and inclusive environments that enhance the well-being and quality of life of all people.
- Research Article
- 10.21686/1818-4243-2021-5-31-40
- Nov 8, 2021
- Open Education
The rapid development of virtual and augmented reality technologies is currently taking place in almost all spheres of activity. Elements of virtual and augmented reality are used in such areas as education, medicine, transport, gaming, tourism and others. The active spread of these technologies causes the emergence of special competencies in the IT labor market and, as a result, the formation of new professions.Many Russian universities are training students in IT training areas. Specialization in the development of computer games and virtual reality applications has begun recently. The provision of practical classes is accompanied by specific tasks, which gives students the opportunity to improve the use of software and technical devices.The relevance of the research is determined by the current demand for the use of the latest technologies by IT developers in the field of creating computer games. Today, technologies that provide a player’s immersion in virtual reality are becoming more and more popular. One of these technologies is a suit with wearable sensors that track a person’s position in space in real time. However, there are quite a few real described projects in the literature and on the Internet. This study examines the process of developing a task for creating a game application using virtual reality technology: a suit with wearable sensors for teaching students.Materials and methods of research. Timely identification of the needs of the IT market in personnel training allows educational organizations to form new training programs of different levels of training. This approach makes it possible to target the educational and methodological materials being developed to use the latest achievements in the development of the field under study.Using a systematic approach, the study characterizes virtual reality suits and sensors for monitoring the position in the user’s space. Thus, the goal of the task was to ensure the immersiveness and convenience of interaction between the player and the game environment.Based on materials on software, position sensors in space, the approach of pedagogical design was applied and the procedure was formed for a practical task, reflecting the relevant competencies.Results. The study was conducted on the basis in the framework of laboratory and practical work of students, as well as at a real enterprise. Training in the new profile of the direction of training “Applied informatics” is fully equipped with all the latest technologies in this field. As a result of the work, the content of the practical task was developed.Real development of virtual and augmented reality applications is conducted jointly with students. Almost all projects used a suit with body sensors.Conclusion. Our study examines in detail the process of developing an application using a suit with wearable sensors for further training of students. Based on the results, work can be carried out on real projects for any field. Based on the research materials, it is planned to issue a textbook for students with the profile of developing computer games and virtual / augmented reality applications.
- Single Book
83
- 10.1007/978-3-319-68018-7
- Jan 1, 2017
Smart home technologies promise to transform domestic comfort, convenience, security and leisure while also reducing energy use. But delivering on these potentially conflicting promises depends on how are adopted and used in homes. This book is one of the first attempts to explore systematically how and why people use smart home technologies, and what impact this has on different aspects of domestic life. The book starts by developing a new analytical framework for understanding smart homes and their users. Drawing on a range of new empirical research combining both qualitative and quantitative data, the book then explores how smart home technologies are perceived by potential users, how they can be used to link domestic energy use to common daily activities, how they may (or may not) be integrated into everyday life by actual users, and how they serve to change the nature of control within households and the home. The book concludes by synthesising a range of evidence-based insights, and posing a series of challenges for industry, policy, and research that need addressing if a smart home future is to be realised. This book should appeal to an audience of researchers, policy makers, and practitioners including smart home technology developers, designers, manufacturers, and retailers. For researchers, the book is targeted at those with interest in the areas of energy social science, human-computer interaction and user-centred design. The book demonstrates the value of cross-cutting, integrative research questions and approaches across these disciplines. For policymakers and practitioners, the book is targeted at those with interest in the development and diffusion of smart home technologies, including those focused on the potential contribution of smart homes to a smarter, more efficient energy system.