Detailed tests demonstrate that eMD-VR substantially decreases the computational cost of folding simulations of a WW domain, without the need to define collective variables a priori. Here, we describe a framework that combines ensemble MD simulations and virtual reality visualization (eMD-VR) to enable users to interactively generate realistic descriptions of large amplitude, millisecond timescale protein conformational changes in proteins. Currently, it is extremely challenging to perform MD simulations of large-scale structural rearrangements in proteins that occur on millisecond timescales or beyond, as this requires very significant computational resources, or the use of cumbersome "collective variable"enhanced sampling protocols. Molecular dynamics (MD) simulations are increasingly used to elucidate relationships between protein structure, dynamics, and their biological function. The identified gaps point toward unexplored regions of VR design for education, which could motivate future work in the field. Nevertheless, VR seems to be a promising sphere as this study identifies 18 application domains, indicating a better reception of this technology in many disciplines. Furthermore, the evaluation of educational VR applications has primarily focused on usability of the VR apps instead of learning outcomes and immersive VR has mostly been a part of experimental and development work rather than being applied regularly in actual teaching. Our analysis has uncovered several gaps in the application of VR in the higher education sphere-for instance, learning theories were not often considered in VR application development to assist and guide toward learning outcomes. The mapping was conducted between application domains and learning contents and between design elements and learning contents. Our review emphasizes three key points: the current domain structure in terms of the learning contents, the VR design elements, and the learning theories, as a foundation for successful VR-based learning. The reviewed articles were acquired by extracting key information from documents indexed in four scientific digital libraries, which were filtered systematically using exclusion, inclusion, semi-automatic, and manual methods. Hence, we propose using systematic mapping to identify design elements of existing research dedicated to the application of VR in higher education. However, little systematic work currently exists on how researchers have applied immersive VR for higher education purposes that considers the usage of both high-end and budget head-mounted displays (HMDs). VR possesses much potential and its application in education has seen much research interest lately. Researchers have explored the benefits and applications of virtual reality (VR) in different scenarios. Body tracking devices with more tracking points can provide better body expression effect. Results showed that user’s intention expression efficiency was very high in the immersive virtual reality social system. After the end of test, the accuracy rate and the time used were analyzed. In the second part, some volunteers were given a list of actions, which they were asked to describe to the rest of volunteers in the form of body expression, letting them guess the action they were performing. After communication, we used questionnaires to obtain feedback results of the test and compared the two social applications. The first part was to provide a news topic for volunteers to freely communicate in IVRSA and WeChat. As an experimental platform, IVRSA uses Unit圓D as its engine, and HTC VIVE as an external input/output device, with voice communication, immersive virtual tour, and head and hand movement simulation functions. We developed an immersive virtual reality social application (IVRSA), which has a basic social function. In particular, we designed an experiment to study the performance of face-to-face simulation based on virtual reality technology, observing the adaptability of the user to the system and the accuracy of body language recognition. This paper aimed to compare the difference between social and traditional plane social communication, analyzing its advantages and shortcomings. This study presents a face-to-face simulation of social interaction based on scene roaming, real-time voice capture, and action capture.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |