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Research on the Teaching Model of Animation Professional Class Based on AR/VR Technology and 5G Network

Fu, Lixin Ning, Xin ; Xin Ning

Wireless communications and mobile computing, 2021-12, Vol.2021, p.1-10 [Periódico revisado por pares]

Oxford: Hindawi

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  • Título:
    Research on the Teaching Model of Animation Professional Class Based on AR/VR Technology and 5G Network
  • Autor: Fu, Lixin
  • Ning, Xin ; Xin Ning
  • Assuntos: 5G mobile communication ; Animation ; Augmented reality ; Collaboration ; Colleges & universities ; Distance learning ; Educational technology ; Engineering education ; Higher education ; Information technology ; Internet ; Learning ; Network latency ; Network reliability ; New technology ; Online instruction ; Platforms ; Publishing industry ; R&D ; Research & development ; Schools ; Social networks ; Students ; Teachers ; Teaching methods ; Training ; Virtual reality ; Wireless networks
  • É parte de: Wireless communications and mobile computing, 2021-12, Vol.2021, p.1-10
  • Descrição: 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.
  • Editor: Oxford: Hindawi
  • Idioma: Inglês

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