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dc.contributor.authorDu, Chengye
dc.contributor.authorYu, Chijiang
dc.contributor.authorWang, Tingting
dc.contributor.authorZhang, Fengrui
dc.date.accessioned2022-04-13T17:00:03Z
dc.date.available2022-04-13T17:00:03Z
dc.date.issued2021
dc.date.submitted2021-08-29
dc.identifier.issn1664-1078
dc.identifier.urihttps://www.repository.cam.ac.uk/handle/1810/336070
dc.description.abstractMore and more schools begin to design simulation technology based on virtual imaging technology (VIT) and virtual reality (VR) in their course contents. In particular, among these technical courses, there is a need to first strengthen the Film and Television Production (FTP) education in higher institutions. This article aims to study the impact of VRT, VR, and Internet of things (IoT) technology on FTP courses and audience psychology in higher institutions under the era of intelligent multimedia. How to use emerging VR technology to promote the psychological wellbeing of students or patients has become a new research direction, the exploration of which has a far-reaching significance for the applications of the related technologies. First, the principle and applications of VR and IoT technology are described. Thereon, the deep learning (DL)-based training model is used to analyze the postproduction (PP) of VR-based Sand Table game, and the function and effect of the designed game model are discussed. Subsequently, VR-based Sand Play Therapy (SPT) is applied to mentally ill patients to obtain its therapeutic effect. The results show that the designed VR-based Sand Table game model can be used to treat mentally ill patients and alleviate their negative psychological states. Meanwhile, the Test Anxiety Scale (TAS) scores prove the significant therapeutic effect of the designed game model on the mental problems of patients. Therefore, VR-based psychological SPT can be applied in the stress relief of students and the treatment of mentally ill patients, as well as alleviate their mental health problems. This research provides a new direction and some theoretical support for the application field of VR technology.
dc.languageen
dc.publisherFrontiers Media SA
dc.subjectPsychology
dc.subjectdeep learning
dc.subjectvirtual reality technology
dc.subjectTAS scale
dc.subjectpost-production
dc.subjectmental health of patients
dc.titleImpact of Virtual Imaging Technology on Film and Television Production Education of College Students Based on Deep Learning and Internet of Things.
dc.typeArticle
dc.date.updated2022-04-13T17:00:03Z
prism.publicationNameFront Psychol
prism.volume12
dc.identifier.doi10.17863/CAM.83498
dcterms.dateAccepted2021-12-13
rioxxterms.versionofrecord10.3389/fpsyg.2021.766634
rioxxterms.versionVoR
rioxxterms.licenseref.urihttp://creativecommons.org/licenses/by/4.0/
dc.identifier.eissn1664-1078
cam.issuedOnline2022-03-30


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