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MODEL OF INNOVATION AND CREATIVITY IN THE EXCHANGE BETWEEN UNIVERSITIES AND BUSINESS FIELD.

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DataCite Commons2020-09-20 更新2024-07-13 收录
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http://proceedings.elseconference.eu/index.php?paper=3774f01b7ce08a2177ff715d194ec34f
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In a very busy society, e-learning is not a trend, but a must, because it facilitates distance interaction through virtual networks, social networks, forums and virtual reality (VR) facilities. The future of e-learning is to simulate reality by virtual reality, placing students in real life situations (e.g. Sims game). ICT students have a multitude of learning and entertainment programs, while using a gaming platform where the action is not realized by the mouse, but by editing comments in a structured / procedural manner, such as For i from one to n, hit the opponent. Those who study medicine learn anatomy and how to make surgeries through VR. Those who study chemistry can experiment with dangerous substances in a safe environment, due to VR. Those who studies languages may be transported in the Elizabethan times, for example, with the help of holograms. And so on... Modern universities have to adopt these technologies and to integrate them in every field of learning. They have to collaborate with the business environments, be one step ahead of them, and invest in research. The business environment has to ask universities for solutions to their problems, and the business has to offer the infrastructure for research in universities, because the young students are very creative. The article offers a model of innovation and creativity in the exchange between universities and the business environment. A deep understanding of the human psychology and the needs of spiritual evolution helps us move forward in the context of circular economy, for a better future for the next generation.

在节奏高速运转的现代社会中,电子学习(e-learning)并非一时风尚,而是刚需;它依托虚拟网络、社交平台、论坛及虚拟现实(VR)设施,实现了跨地域的互动交流。电子学习的未来发展方向,是借助虚拟现实技术构建拟真情境,让学习者沉浸式置身于真实生活场景中(例如《模拟人生》游戏)。信息与通信技术(ICT)专业的学习者拥有丰富的学习与娱乐资源,他们所使用的游戏平台无需通过鼠标操控角色,而是以结构化/流程化的方式编辑评论来完成交互操作,例如执行"For i从1到n,击中对手"这类指令。医学专业学习者可借助VR技术学习解剖知识与外科手术操作规范;化学专业学习者则可在VR构建的安全环境中,开展危险化学品的实验操作;语言专业学习者可借助全息投影技术,沉浸式穿梭至伊丽莎白时代。诸如此类……现代高校必须积极采纳此类技术,并将其融入各学科的教学全流程中。高校需与商业界展开深度合作,保持领先于产业界的发展节奏,并加大科研投入力度。商业界则应向高校寻求实际问题的解决方案,同时为高校的科研工作提供基础设施支撑——年轻学生群体拥有极强的创造力与创新活力。本文提出了一套高校与商业界协同创新的模式,以激发双方的创造力与创新潜能。深入理解人类心理与精神进化的内在需求,有助于我们在循环经济的框架下稳步前行,为下一代缔造更美好的未来。
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ADLRO
创建时间:
2018-05-04
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