Immersive virtual interactive environment based on hologram technology for youth art education
Abstract
Arts education for young people (mainly aged 16-18) varies greatly geographically due to differences in economic development between regions. The current situation in arts learning is that high schools' teaching models and thinking need to be more exciting and interactive. With the rise of the 'meta-universe', the use of hologram technology and immersive virtual interactive environments such as AR and VR can make up for the current waste of educational resources due to 'egalitarianism' in the arts education sector. This is also a sign of increasing economic investment in education.Based on several years of experience in high school art education, the author has been able to adapt the teaching equipment to the teaching behaviour, through literature research, field studies and experience summaries, to sort out the most basic functions that teaching should have when designing, and to conduct product research based on existing products on the market, to give certain product function deficiencies and aspects that can be improved. The study also provides some insights into hologram technology and immersive virtual interactive environments for art education.
Keywords: Hologram, immersion, high narrative, new pedagogical thinking, youth arts education.
DOI: 10.54941/ahfe1002073
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