Volume 03 Issue 11-2023
323
International Journal of Advance Scientific Research
(ISSN
–
2750-1396)
VOLUME
03
ISSUE
11
Pages:
323-327
SJIF
I
MPACT
FACTOR
(2021:
5.478
)
(2022:
5.636
)
(2023:
6.741
)
OCLC
–
1368736135
A
BSTRACT
At the beginning of the article, a brief overview of the technologies is given, basic definitions are given, and
the technical part is described. The following discusses existing experience in using these technologies:
applications, organizations and research. Recommendations are given for implementation in the higher
education system of our country. In addition, the influence of virtual reality on human health was also
studied, and a number of conclusions were drawn.
K
EYWORDS
Virtual reality, Virtual Reality, Amended Reality, Mixed Reality, information.
I
NTRODUCTION
Learning using virtual reality allows you to
visually conduct lectures and seminars, conduct
trainings and show students all sides of a real
object or process, which in general has a huge
effect, improves the quality and speed of
educational processes and reduces their cost.
Virtual reality technologies make it possible to
take full advantage of the fact that a person
receives 80% of information from the outside
world through vision, while a person remembers
20% of what they see, 40% of what they see and
hear, and 70% of what they hear, what they see,
hear and they do [1].
Currently, there are several variants of virtual
reality systems:
Journal
Website:
http://sciencebring.co
m/index.php/ijasr
Copyright:
Original
content from this work
may be used under the
terms of the creative
commons
attributes
4.0 licence.
Research Article
VIRTUAL REALITY IN HIGHER EDUCATION FEATURES
Submission Date:
November 18, 2023,
Accepted Date:
November 23, 2023,
Published Date:
November 28, 2023
Crossref doi:
https://doi.org/10.37547/ijasr-03-11-53
Tillyashaykhova Makhsuda Abdusattarovna
UZSIAC, Department Information Technology, Uzbekistan
Volume 03 Issue 11-2023
324
International Journal of Advance Scientific Research
(ISSN
–
2750-1396)
VOLUME
03
ISSUE
11
Pages:
323-327
SJIF
I
MPACT
FACTOR
(2021:
5.478
)
(2022:
5.636
)
(2023:
6.741
)
OCLC
–
1368736135
•
conventional (classical) virtual reality (Virtual
Reality
–
VR), where the user interacts with
the virtual world that exists only inside the
computer;
•
Augmented or computer reality (Amended
Reality
–
AR), where computer-generated
information is superimposed over images of
the real world ;
•
Mixed Reality (MR), where the virtual world is
connected to the real one and includes it.
Virtual technologies have appeared on the
educational market quite recently and they have
been developing rapidly. Developers are headed
by many computer giants, the terminology in this
area is still preserved. Publications and
advertising brochures today most often mention
three basic technologies
—
VR, AR and MR. VR
headsets and headsets present the user with a
computer-simulated world. This world, as a rule,
is not connected with what surrounds the user
during his work with the VR system. This
technology is widely used in computer games. VR
allows the user to fully immerse themselves in the
computer world, and this is its main advantage
[2].
Of particular importance is training using virtual
reality technologies for teaching professions
where the operation of real devices and
mechanisms is associated with increased risk or
is associated with high costs: an airplane pilot, a
train driver, a dispatcher, as well as the process of
learning to drive in driving schools, etc. Here,
special attention should be paid to the quality of
the visualization system, since the picture should
be absolutely reliable. Virtual reality is also of
great importance when teaching such a complex
and unique specialty as an astronaut. To train
astronauts, simulators with virtual reality
simulators can be used, which are already
planned to be implemented at the Russian
Cosmonaut Training Center [3]. It can be
superimposed on the image of a real object in a
mixed virtual-real world (Fig. 1).
Picture 1. Imposition of information about sound waves onto a sound column using MR
Volume 03 Issue 11-2023
325
International Journal of Advance Scientific Research
(ISSN
–
2750-1396)
VOLUME
03
ISSUE
11
Pages:
323-327
SJIF
I
MPACT
FACTOR
(2021:
5.478
)
(2022:
5.636
)
(2023:
6.741
)
OCLC
–
1368736135
The rapid development of technology could not
but affect the educational process. And although
VR (virtual reality) technologies are no longer
something new, they have been used in education
relatively recently. In this article we want to
analyze in detail one of the areas of VR
application, namely VR in education. There are
several reasons for the spread of virtual reality
technologies in the field of education [4]:
•
Reduction of the price of technical equipment.
Over the past few years, prices for modern VR
devices designed for home and professional
use have significantly decreased, making them
more affordable.
•
Rapid growth in the number of software for
VR. To date, there are already several
thousand of the most diverse applications for
VR and their number is increasing every day.
•
The growth of investments in VR
–
more than
$ 2.5 billion per year. This figure has been
growing steadily since 2012 and, apparently,
does not plan to significantly stop its growth
in the near future.
•
An increase in the number of large companies
working in the field of VR. There are already
more than 300 of them on the European
market, and giants such as Oculus, HTC, Sony,
Microsoft, Samsung and many others have
been implementing their technologies in this
area for a long time.
•
Implementation of VR technologies in a
number of areas: oil and gas industry,
mechanical engineering, energy, metallurgy,
telecommunications, advertising and much
more. Virtual reality has long ceased to be just
a game story and is actively being introduced
into all spheres of human activity.
•
Through the use of VR, students and students
will have the opportunity to interact with
various subjects, immerse themselves in the
digital world, or take part in invaluable events
in the history of mankind.
If we talk about the application in education, then
for virtual reality it is the study of nature [5, 6],
conducting laboratory work in physics [7],
studying dinosaurs [8], traveling to planets [9],
astronomy [10], and much more. For AR, this is
the study of anatomy [11], chemistry [12, 13] and
astronomy [14, 15].
There are a number of problems and each of them
is based on the peculiarities of human perception
of the surrounding reality. One of the most
unpleasant effects that occur when using virtual
reality glasses is motion sickness. The same
applies to almost all aspects of human div
behavior. In virtual reality glasses, we see an area
right in front of us, and at the moment when a
person looks at the horizon, the lens focuses in a
specific way. Focusing separately also raises
questions, because in helmets sharpness occurs
where it is necessary to look according to how it
was provided by the developers. In life, sharpness
is where we look ourselves. There are several
other important factors.
•
The high cost of developing programs for VR.
This process requires a lot of time, effort and
investment.
Volume 03 Issue 11-2023
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International Journal of Advance Scientific Research
(ISSN
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2750-1396)
VOLUME
03
ISSUE
11
Pages:
323-327
SJIF
I
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FACTOR
(2021:
5.478
)
(2022:
5.636
)
(2023:
6.741
)
OCLC
–
1368736135
•
Possible difficulties in adapting to virtual
reality. Not all people perceive VR in the same
way.
•
So far, VR is being implemented at the
experimental level. In order to make
technology a full-fledged part of the
educational process, it is necessary to work
cardinally on training programs in schools
and universities.
C
ONCLUSIONS
Despite the psychophysiological problems that
arise in the process of using VR and AR
technologies, the growth of investments in this
area remains explosive. This is caused by a lot of
reports from a number of scientists and
marketers, whose opinion is respected in society.
Today, education is considered one of the most
promising areas for the development and
implementation of virtual reality technologies.
The idea of using virtual reality for the purpose of
learning is far from new, and VR technologies
have long been used from virtual excursions to
other lessons.
Thus, students will be able to immerse
themselves in virtual reality and learn a lot of new
things and try it virtually for themselves.
Outdated teaching methods such as information
stands, slates and interactive whiteboards,
layouts, plaques, etc., in our modern world are
boring, uninteresting and beloved manuals.
However, if teachers used virtual reality, then a
student could see a detailed picture with
complete information about the subject/time
being studied, which in turn would allow him to
study the topic in more detail and better. As a
result, knowledge would be remembered better,
and education would become more effective.
Students do not learn and do not remember
everything that a teacher or teacher gives them
during lessons, lectures or seminars. With the
help of virtual reality, students will be able to
learn using their senses, such as hearing, sight
and touch. As a result, virtual reality is one of the
most effective tools for teaching natural,
humanitarian, social, technical, applied sciences
in schools and universities, since it is an
innovative way of learning. This method uses
technological elements and adapts to different
styles of teaching students. Students learn
information much better and faster if they enter a
3D environment that makes everything more fun,
exciting and enjoyable. Virtual reality allows you
to explore, travel without leaving the classroom,
attend what the student wants to learn without
moving, have a great professional orientation and
much more.
Thus, we can say that virtual reality technologies
can be present in the educational process. Even if
this technology is not so developed yet, and its
technologies have not yet been finalized, but now
it can be successfully used. The introduction of
information technologies in the field of education
allows us to qualitatively change the content,
methods and forms of education, make it more
interesting and effective.
Volume 03 Issue 11-2023
327
International Journal of Advance Scientific Research
(ISSN
–
2750-1396)
VOLUME
03
ISSUE
11
Pages:
323-327
SJIF
I
MPACT
FACTOR
(2021:
5.478
)
(2022:
5.636
)
(2023:
6.741
)
OCLC
–
1368736135
R
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