Online ISSN: 2515-8260

Keywords : Virtual Reality


Exploring 3D painting and Joyful Learning with Virtual Reality Tilt Brush

Christena stephen, Biju kunnumpurath

European Journal of Molecular & Clinical Medicine, 2023, Volume 10, Issue 1, Pages 1653-1671

Virtual Reality is a computer-generated simulation through which an individual can interact within an artificial 3D(three-dimensional) environment which gives users the ability to have a realistic experience. This study aims to understand how Google’s Tilt Brush in Virtual Reality as an art tool enhances Joyful learning experience among architecture Students in a classroom setting. Interviews and questionnaires gave the study a breakthrough analysis. This paper also discusses the challenges and limitations of implementing Virtual reality in a classroom setting. Virtual reality integration encourages students to believe in the importance of technology in digital education and emphasises the idea of developing alternative creative processes and joyful learning experiences in them

A Real time virtual reality wound care assistance system for Clinical Nursing Education: A initial investigation

Sujana. Gayathri,S. Sujitha,S. Maha Lakshmi. Anusha, .

European Journal of Molecular & Clinical Medicine, 2022, Volume 9, Issue 2, Pages 1290-1294

When it comes to wound care, dressing changes are a vital part of the process. Compliance with aseptic procedures and methods is critical to reducing the risk of infection in the healthcare setting. The ability to master the talents may be achieved via practise. Virtual reality is presented in this research as a means of increasing practise opportunities. In order to better understand the process of changing a basic wound dressing, an immersive virtual environment has been created. A preliminary user research on usability with an experienced nurse and an undergraduate nursing student yielded positive results. The simulation will undergo a thorough examination in order to enhance it even more.

Design and Implementation of AR/VR (Mixed Reality) For Education

Mr. Kushal A. Sawadhakar, Prof. S. A. Murab, Prof. A.A. Kolpykwar

European Journal of Molecular & Clinical Medicine, 2022, Volume 9, Issue 1, Pages 60-66

Students in today’s generation used technological gadgets a lot. Engaging these tech-savvy students in the
learning process with their preferred learning style is a daunting task. The differences in teaching and learning
styles result in problems such as disengagement of students, loss of learning aptitude, and loss of knowledge
retention. Recent innovations in visualization technologies such as Virtual Reality (VR)and Augmented reality
(AR) provide avenues that allow these students to engage in a social, collaborative and active learning
environment. AR/VR refers to an immersive digital environment that simulates physical presence in places in
the real or imagined worlds whereas MR represents the merger of real and virtual worlds to produce new
environments and visualizations. Using three controlled experiments these two emerging technologies are
investigated to enhance the educational experience. The results indicated that these technologies significantly
enhance the learning experience and engage students in an active learning process.

Design and Implementation of AR/VR (Mixed Reality) For Education

Mr. Kushal A. Sawadhakar, Prof. S. A. Murab, Prof. A.A. Kolpykwar

European Journal of Molecular & Clinical Medicine, 2021, Volume 8, Issue 4, Pages 1753-1759

Students in today’s generation used technological gadgets a lot. Engaging these tech-savvy students in the
learning process with their preferred learning style is a daunting task. The differences in teaching and
learning styles result in problems such as disengagement of students, loss of learning aptitude, and loss of
knowledge retention. Recent innovations in visualization technologies such as Virtual Reality (VR)and
Augmented reality (AR) provide avenues that allow these students to engage in a social, collaborative and
active learning environment. AR/VR refers to an immersive digital environment that simulates physical
presence in places in the real or imagined worlds whereas MR represents the merger of real and virtual
worlds to produce new environments and visualizations. Using three controlled experiments these two
emerging technologies are investigated to enhance the educational experience. The results indicated that
these technologies significantly enhance the learning experience and engage students in an active learning
process.

A Realistic Hotel Menu Ordering System Based On Virtual Reality

G. SHEEBA; G. DURGADEVI; S. JANET GRACE SUSILA; K. NARASIMMAN

European Journal of Molecular & Clinical Medicine, 2020, Volume 7, Issue 11, Pages 7802-7807

The lodgings are quickly developing business in todays condition. The vast majority of the individuals like to eat in the inns inorder to invest their recreation energy in a more joyful manner. So as to make the feasting in a more practical and getting a charge out of way we present to you the most digitized method of the experience that you have ever got previously. Our venture presents to you the practical way by utilizing the augmented simulation of requesting the dishes. Inorder to diminish the time utilization we have utilized the augmented experience with camera. The menu is introduced in the gadget and the gadget will be set on each client table. At the point when the clients pick the ideal menu the menu will be sent to the kitchen. The unit will be set in the client side just as in the kitchen side. The bill can likewise be handled simultaneously. In this manner the ideal request of the client will be set in the new manner in the feasting field.