2018
DOI: 10.1002/cae.21965
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An Optical‐Fog assisted EEG‐based virtual reality framework for enhancing E‐learning through educational games

Abstract: Virtual reality (VR) combined with cloud computing has become the pioneer to provide e‐learning for making education accessible across the globe. To enhance e‐learning experience, electroencephalography (EEG) based educational games are widely used to improve the cognitive and learning skills of students. This method records the electrical activities of the brain of participating students to enhance prevailed knowledge and experience by using a virtual environment. In the present cloud computing paradigm, VR f… Show more

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Cited by 47 publications
(25 citation statements)
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“…As it may be seen in the next references along with this article, according to authors , today's technology is capable of improving students’ skills towards employability through e‐learning. It consists of multiple skill‐set service providers such as learning centers, recruitment companies, institutions, and private training centers, etc.…”
Section: Introductionmentioning
confidence: 88%
See 1 more Smart Citation
“…As it may be seen in the next references along with this article, according to authors , today's technology is capable of improving students’ skills towards employability through e‐learning. It consists of multiple skill‐set service providers such as learning centers, recruitment companies, institutions, and private training centers, etc.…”
Section: Introductionmentioning
confidence: 88%
“…This approach provides better career based path recommendations than other existing baseline methods. Sood and Singh proposed an EEG‐based virtual reality framework that uses the resources of the optical network to enhance the e‐learning experience. They used the software‐defined network for reducing the delay to improve the quality of experience (QoE) in the game based learning system.…”
Section: State‐of‐the‐artmentioning
confidence: 99%
“…Figure 3 provides optimum bandwidth and ultralow delay for EEG-based VR gaming applications. The Edge-Fog layer and Optical-Fog layer provide rich gaming experience and QoE for EEG-based VR gaming applications by utilizing the optical resources than the cloud resources [13]. The Optical-Fog layer executes the game logic where the VR scenes can be encoded and streamed at the Edge-Fog layer.…”
Section: Architecture Of Opticalfognodementioning
confidence: 99%
“…To find the shortest path with the least congestion, the node with minimum delivery cost is selected as shown in Figure 7. The convoluted parameters are referred to as Proximity Measure Θ n c (t) and Net Destination Queue Waiting Time Ω n c (t) are used to compute the delivery cost [13].…”
Section: Architecture Of Opticalfognodementioning
confidence: 99%
“…El uso de la Realidad Virtual en el campo de la educación ha ganado un notable reconocimiento (Panerai, Catania, Rundo & Ferri, 2018) por ser una modalidad eficaz de formación y evaluación (Abi-Rafeh et al, 2019), la cual genera ventajas en los estudiantes (Klippel et al, 2019), entre las que se encuentra la comprensión de los contenidos planteados (Hanson, Andersen & Dunn, 2019), mejora de la creatividad (Yang et al, 2019) y rendimiento de los estudiantes (Cagiltay, Ozcelik, Berker & Menekse, 2019;Jacobsen et al, 2019), aumenta la participación (Lorenzo-Álvarez, Rudolphi-Soler, Ruiz-Gómez & Sendra-Portero, 2019) y el compromiso de los estudiantes hacia los contenidos y el aprendizaje (Makransky & Lilleholt, 2018), además de hacer más accesible la educación a todo el mundo (Sood & Singh, 2018) permitiendo con ello aumentar las competencias específicas de los discentes en su campo de conocimiento (Wu et al, 2019) Actualmente existen diversos estudios que analizan el uso de la Realidad Virtual y su influencia en la motivación, entre los que destacan los de Kim y Hall (2019), que determinaron que existe un efecto altamente significativo del disfrute percibido en aquellas personas que utilizan la Realidad Aumentada;Sattar et al (2019), que encontraron que la Realidad Virtual era lo mejor para los estudiantes de medicina, tanto en la motivación de aprendizaje como en la competencia de aprendizaje; Ho, Sun y Tsai (2019), que establecieron que los estudiantes del departamento de medios digitales mejora su motivación e interés por aprender animación 3D; Rockstroh, Blum y Goritz (2019), que determinaron que a la hora de implementar la Realidad Virtual a los procesos de enseñanza y aprendizaje, mejoraba la motivación y ayudaba a los usuarios a mantener la atención.…”
Section: Introductionunclassified