4,353 research outputs found
Integration of virtual reality within the built environment curriculum
Virtual Reality (VR) technology is still perceived by many as being inaccessible and cost prohibitive with VR applications considered expensive to develop as well as challenging to operate. This paper reflects on current developments in VR technologies and describes an approach adopted for its phased integration into the academic curriculum of built environment students. The process and end results of implementing the integration are discussed and the paper illustrates the challenges of introducing VR, including the acceptance of the technology by academic staff and students, interest from industry, and issues pertaining to model development. It sets out to show that fairly sophisticated VR models can now be created by non-VR specialists using commercially available software and advocates that the implementation of VR will increase alongside industryis adoption of these tools and the emergence of a new generation of students with VR skills. The study shows that current VR technologies, if integrated appropriately within built environment academic programmes, demonstrate clear promise to provide a foundation for more widespread collaborative working environments
Just In Time: defining historical chronographics
The paper is historical in two respects, both concerned with visual representations of past time. Its first purpose is to enquire how visual representations of historical time can be used to bring out patterns in a museum collection. A case study is presented of the visualisation of data with sufficient subtlety to be useful to historians and curators. Such a visual analytics approach raises questions about the proper representation of time and of objects and events within it. It is argued that such chronographics can support both an externalised, objectivising point of view from âoutsideâ time and one which is immersive and gives a sense of the historic moment. These modes are set in their own historical context through original historical research, highlighting the shift to an Enlightenment view of time as a uniform container for events. This in turn prompts new ways of thinking about chronological visualisation, in particular the separation of the âidealâ image of time from contingent, temporary rendered views
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Producing place atmospheres digitally: Architecture, digital visualisations practices and the experience economy
Computer generated images have become the common means for architects and developers to visualise and market future urban developments. This article examines within the context of the experience economy how these digital images aim to evoke and manipulate specific place atmospheres to emphasize the experiential qualities of new buildings and urban environments. In particular, we argue that CGIs are far from âjustâ glossy representations but are a new form of visualising the urban that captures and markets particular embodied sensations. Drawing on a two year qualitative study of architectsâ practices that worked on the Msheireb project, a large scale redevelopment project in Doha (Qatar), we examine how digital visualisation technology enables the virtual engineering of sensory experiences using a wide range of graphic effects. We show how these CGIs are laboriously materialised in order to depict and present specific sensory, embodied regimes and affective experiences to appeal to clients and consumers. Such development has two key implications. Firstly, we demonstrate the importance of digital technologies in framing the âexpressive infrastructureâ (Thrift 2012) of the experience economy. Secondly, we argue that although the Msheireb CGIs open up a field of negotiation between producers and the Qatari client, and work quite hard at being culturally specific, they ultimately draw âon a Westnocentric literary and sensory paletteâ (Tolia-Kelly 2006) that highlights the continuing influence of colonial sensibilities in supposedly postcolonial urban processes.This research was funded by the ESRC (RES-062-23-0223)
Future teachers' perception of the usefulness of SketchUp for understanding the space and geometry domain
This article reflects the opinion of future Early Childhood Education teachers at the Universidad de Cadiz on the usefulness and degree of satisfaction of SketchUp, a 3D modelling software programme, after they participated in a workshop for didactic-mathematical training. They had to use the software to design and model their ideal nursery school in 3D, supported by clearly stated and well-defined educational pillars. This study aims to ascertain the students' perceptions of the use of this resource with the intention of assessing its suitability to offer more appropriate initial training regarding mathematics education. It seeks to make the most of using the software programme and minimise the obstacles encountered. Opinions were collected from a sample of 203 students who responded to two questionnaires designed ad hoc. The results are organised around a SWOT analysis and show a satisfactory global evaluation
Collaborative trails in e-learning environments
This deliverable focuses on collaboration within groups of learners, and hence collaborative trails. We begin by reviewing the theoretical background to collaborative learning and looking at the kinds of support that computers can give to groups of learners working collaboratively, and then look more deeply at some of the issues in designing environments to support collaborative learning trails and at tools and techniques, including collaborative filtering, that can be used for analysing collaborative trails. We then review the state-of-the-art in supporting collaborative learning in three different areas â experimental academic systems, systems using mobile technology (which are also generally academic), and commercially available systems. The final part of the deliverable presents three scenarios that show where technology that supports groups working collaboratively and producing collaborative trails may be heading in the near future
Virtual learning scenarios for qualitative assessment in higher education 3D arts
Using enhanced learning technologies (TEL) including immersive virtual reality environments, we are seeking to achieve a new way of assessing subjects of 3D arts. We have developed a project based on Scenario Centered Curriculum (SCC), where the students have to think, design, convey, validate, and build a civil project using new technologies that help in the assessment process. We have used gamification techniques and game engines to evaluate planned tasks in which students can demonstrate the skills they developed in the scenarios. The assessment is integrated in the creation of a 3D complex model focused on the construction of a building in a virtual space. This whole process will be carried out by gamification techniques to embed the assessment of the 3D models with the objective of improving students learning.Author's final draf
Case study: Simulations for visualisation of complex processes and principles in chemical engineering and in physics
This paper describes two case studies where open source software (OSS) has been used to
create simulations to assist students in visualising complex processes in university courses.
The first case reviews the use of Python to help students visualise the motion of particles or
molecules in physical processes used in chemical engineering. The second case reviews the
use of VPython to allow students to create their own simulations of abstract concepts in
physics
Social Science Teachersâ perspective, purposes and benefits of the Cybermuseum VIRGO 1.1 as a cognitive tool for learning history
This research is the assessment of an authoring and cybermuseum tool, VRIGO 1.1. The assessment was undertaken by Spanish and Latin-American Social Sciences Teachers who took part in a virtual group discussion. Results were analysed through the underlying principles of mindtools proposed by Jonassen and Carr. Results showed that: VIRGO 1.1 can only be used under a constructivist perspective; empowers students in their process of representing their knowledge; support studentsâ reflective thinking; challenges learners; is a simulation of a real museum; being an authoring tool, students develop an intellectual partnership where their cognitive process is distributed
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