Students Enjoying Virtual Reality Chinese Chess in Classroom Setting

两个学生借助VR设备下在教室课桌上下中国象棋

Image Prompt

Prompt

两个学生借助VR设备下在教室课桌上下中国象棋
Model: visiCanvas
Ratio: 1:1
Open in editor
Download
Share To

Related AI Images

two people using VR devices in virtual space to play Chinese chess
Innovating in science using gamification and virtual reality
college. four students, one teacher school, classroom
Students inside the classroom with an empty whiteboard
Chinese chess piece 'elephant's 3D effect
Classroom, the female teacher stands at the podium, with her back to the camera, only showing her silhouette. She holds a white chalk in her right hand and writes on the blackboard, while her left hand naturally hangs down. Several elementary school students are sitting in the classroom, looking at the blackboard, listening to the teacher's lecture. There are several Chinese characters on the blackboard. The blackboard, teacher, and students should maintain perspective relationships.
A cartoon first grade classroom doing a spelling test. It is very colourful and students are happy.
A square classroom which is made of concrete and steel which has been transformed into a PYP suitable learning environment with an array of learning resources and safe learning areas for groupwork, independent reading and research on ipads etc. Please include elements of color and examples of students' work around the walls. Add in a soft seating area with bean bags beside a mini library and an iPad station for students' research activities. Ensure it keeps the structure of a classroom with group desks and tables.

Prompt Analyze

  • Subject: The main subjects of the image are two students, who are engaging with virtual reality (VR) devices. They are depicted as actively participating in a game of Chinese chess. This suggests a combination of modern technology and traditional board games, highlighting the intersection of the virtual and physical worlds. Setting: The setting is a classroom, indicated by the desk where the students are seated. The classroom environment provides context for the educational aspect of the image, suggesting that this activity may be part of a learning experience or extracurricular activity. Background/Style/Coloring: The background could include typical classroom elements such as a chalkboard, posters, or educational materials. The style may be realistic or slightly stylized, depending on the artist's preference. Colors may be vibrant to capture the students' excitement and the dynamic nature of the VR experience. Action or Items: The main action involves the two students using VR devices and playing Chinese chess. Additional items on the desk could include textbooks, notebooks, or other school supplies. Costume or Appearance: The students may be depicted in school uniforms or casual attire, depending on the setting. Their appearance should reflect their engagement and concentration on the game. Accessories: The main accessories are the VR devices worn by the students. These could be depicted realistically, showing the headset and any accompanying controllers, or stylized to fit the overall aesthetic of the image.