Optimization of Higher Education Teaching Method System Based on Edge Intelligence DOI Creative Commons
Sheng Wang, Shanjun Zhang

Applied Mathematics and Nonlinear Sciences, Год журнала: 2024, Номер 9(1)

Опубликована: Янв. 1, 2024

Abstract Nowadays, educational information technology is widely used in higher education teaching, but various teaching resources are not reasonably utilized and effectively managed. In order to solve such problems, this paper introduces edge computing the basic cloud environment innovate optimize multimedia mode of education, proposes a VR classroom mode, collaborative transmission resource allocation strategy based on DIBR vision synthesis experience. The Edge Cloud Classroom model designed from three aspects: methods, content, evaluation. Through practical students believe that advantages mainly rich learning resources, conducive learning-related knowledge they will achieve gains expanding their knowledge, improving independent ability cultivating analytical problem-solving ability. Comparing analyzing effect classrooms with traditional effect, there significant difference between two terms achievement total objectives (P=0.015<0.05). significantly better than classroom.

Язык: Английский

Effects of AR on Cognitive Processes: An Experimental Study on Object Manipulation, Eye-Tracking, and Behavior Observation in Design Education DOI Creative Commons
Ju-Yeon Kim,

Jin Kyung Choi

Sensors, Год журнала: 2025, Номер 25(6), С. 1882 - 1882

Опубликована: Март 18, 2025

We investigate the impact of augmented reality (AR) on spatial reasoning and visualization skills in design education by analyzing users’ interaction behaviors with AR environments. Specifically, we examine how prior experience influences engagement tools. To this end, compare eye movement operational two groups: participants a background 3D space (experimental group) those without such (control group). Participants manipulated virtual objects within real-world environments at 1:1 scale, analyzed frequency, duration, efficiency using frequency analysis independent samples t-tests SPSS 25. The results indicate that, although both groups engaged similarly content, experimental group demonstrated more precise manipulation deeper understanding relationships, leading to efficient task completion. These findings suggest that AR-based learning experiences should be tailored learners’ abilities maximize educational benefits. Consequently, educators adaptive accommodate diverse skill levels ensure optimized outcomes education.

Язык: Английский

Процитировано

1

The Impact of Digital Teaching Technologies (DTTs) in Saudi and Egyptian Universities on Institutional Sustainability: The Mediating Role of Change Management and the Moderating Role of Culture, Technology, and Economics DOI Open Access

Abdulrahman Aldogiher,

Yasser Tawfik Halim, Mohamed Samy El-Deeb

и другие.

Sustainability, Год журнала: 2025, Номер 17(5), С. 2062 - 2062

Опубликована: Фев. 27, 2025

Purpose: This research aims to assess the extent which universities in Saudi Arabia and Egypt have institutionalized digital teaching technologies (DTTs) enhance institutional sustainability. It focuses on mediating role of change management strategies moderating effects cultural norms, technological infrastructure, economic factors this relationship, specifically examining their impact Design/methodology/approach: study uses a mixed-methods approach with comparative case strategy. Data were collected via questionnaires interviews university staff, partial least squares structural equation modeling (PLS-SEM) being used analyze relationships among variables, including DTT characteristics other mediating/moderating factors. Findings: The findings support H1, H2, H6, H8, confirming that perceived DTTs—relative advantage, complexity, observability, trialability, compatibility—significantly sustainability, relationship. Cultural norms also direct influence However, H3 H5, suggesting factors, not supported, H4 H7 excluded due multicollinearity issues has already been adopted within components. Originality/value: adds literature by highlighting adoption DTTs introduces novel concept how mediate relationship between provides practical insights for decision-makers Egyptian institutions, emphasizing culturally economically aligned integrating DTT, fostering educational innovation, enhancing

Язык: Английский

Процитировано

0

Research on the application of augmented reality in English vocabulary teaching: A study on improving learning outcomes through interactive experience DOI

Shuang Zheng

Journal of Computational Methods in Sciences and Engineering, Год журнала: 2025, Номер unknown

Опубликована: Май 2, 2025

Augmented reality (AR) is revolutionizing the way we interact with information by blending physical and digital worlds to create immersive interactive environments. In context of English vocabulary learning, AR offers an innovative approach enhance engagement, comprehension, retention. This research aims improve teaching through AR-based applications, addressing challenges such as pedagogical depth, diverse learning styles, integration real-world contexts. The study focuses on design deployment application that incorporates gamified elements, visuals, real-time feedback facilitate students’ retention understanding vocabulary. Data collection methods include tracking user interactions, gathering responses, assessing performance activities. collected data underwent preprocessing, which involved cleaning normalization. Principal component analysis (PCA) was employed extract irrelevant features from processed data. improved weighted hybrid deep feedforward neural network (IWH-DFNN) utilized predict student outcomes these experiences. weights (IWH) applied optimize hyperparameters (DFNN), thereby increasing model’s predictive accuracy regarding performance. proposed IWH-DFNN model demonstrated superior in improving enhancing experience, achieving high recall (92.70%), precision (95%), (97%), F1-score (89%), minimal loss (0.03). findings suggest environments have potential integrating machine algorithms for adaptive within settings. creates a more engaging, customized, efficient environment.

Язык: Английский

Процитировано

0

Learning beyond realities: exploring virtual reality, augmented reality, and mixed reality in higher education—a systematic literature review DOI Creative Commons
Himendra Balalle

Discover Education, Год журнала: 2025, Номер 4(1)

Опубликована: Июнь 2, 2025

Язык: Английский

Процитировано

0

The Usage of Virtual and Augmented Reality in Underwater Archeology DOI Creative Commons
Kinga Korniejenko, Bartosz Kontny

Applied Sciences, Год журнала: 2024, Номер 14(18), С. 8188 - 8188

Опубликована: Сен. 11, 2024

Currently, virtual and augmented reality (VR AR) technologies are becoming more widely used in various fields of human activity, including archeology. The aim this article is to analyze the possibilities using VR AR broadly understood activities related underwater This work a review presents current applications archeology based on case studies. paper development technologies, field archaeology, generally describes process creating for purposes, with particular emphasis data collection methods. Then, areas application these were presented barriers their use discussed. most important part discussion selected ends summary state developing

Язык: Английский

Процитировано

1

Optimization of Higher Education Teaching Method System Based on Edge Intelligence DOI Creative Commons
Sheng Wang, Shanjun Zhang

Applied Mathematics and Nonlinear Sciences, Год журнала: 2024, Номер 9(1)

Опубликована: Янв. 1, 2024

Abstract Nowadays, educational information technology is widely used in higher education teaching, but various teaching resources are not reasonably utilized and effectively managed. In order to solve such problems, this paper introduces edge computing the basic cloud environment innovate optimize multimedia mode of education, proposes a VR classroom mode, collaborative transmission resource allocation strategy based on DIBR vision synthesis experience. The Edge Cloud Classroom model designed from three aspects: methods, content, evaluation. Through practical students believe that advantages mainly rich learning resources, conducive learning-related knowledge they will achieve gains expanding their knowledge, improving independent ability cultivating analytical problem-solving ability. Comparing analyzing effect classrooms with traditional effect, there significant difference between two terms achievement total objectives (P=0.015<0.05). significantly better than classroom.

Язык: Английский

Процитировано

0