4,702 research outputs found

    Augmented Reality and Its Application

    Get PDF
    Augmented Reality (AR) is a discipline that includes the interactive experience of a real-world environment, in which real-world objects and elements are enhanced using computer perceptual information. It has many potential applications in education, medicine, and engineering, among other fields. This book explores these potential uses, presenting case studies and investigations of AR for vocational training, emergency response, interior design, architecture, and much more

    Virtual Reality and Its Application in Education

    Get PDF
    Virtual reality is a set of technologies that enables two-way communication, from computer to user and vice versa. In one direction, technologies are used to synthesize visual, auditory, tactile, and sometimes other sensory experiences in order to provide the illusion that practically non-existent things can be seen, heard, touched, or otherwise felt. In the other direction, technologies are used to adequately record human movements, sounds, or other potential input data that computers can process and use. This book contains six chapters that cover topics including definitions and principles of VR, devices, educational design principles for effective use of VR, technology education, and use of VR in technical and natural sciences

    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

    Get PDF
    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.

    Skills Requirements for the European Machine Tool Sector Emerging from Its Digitalization

    Get PDF
    Abstract The machine tool industry, which is the starting point of all the metal producing activities, is presently undergoing rapid and continuous changes as a result of the fourth industrial revolution Industry 4.0. Manufacturing models are profoundly transforming with emerging digitalization. Smart technologies like artificial intelligence (AI), big data, the Internet of Things (IoT), digital twin, allow the machine tool companies to optimize processes, increase efficiency and reduce waste through a new phase of automation. These technologies, as well, enable the machine tool producers to reach the aim of creating products with improved performance, extended life, high reliability that are eco-efficient. Therefore, Industry 4.0 could be perceived as an invaluable opportunity for the machine tool sector, only if the sector has a competent workforce capable of handling the implementation of new business models and technological developments. The main condition to create this highly qualified workforce is reskilling and upskilling of the current workforce. Once we define the expected evolution of skills requirements, we can clarify the skills mismatch between the workers and job profiles. Only then, we can reduce them by delivering well-developed trainings. For this purpose, this article identifies the current and foreseen skills requirements demanded by the machine tool industry workforce. To this end, we generated an integrated database for the sector with the present and prospective skills needs of the metal processing sector professionals. The presented sectoral database is a fundamental structure that will make the sector acquire targeted industrial reforms. It can also be an essential instrument for machine tool companies, policymakers, academics and education or training centers to build well-designed and effective training programs to enhance the skills of the labor forceThis research was partly funded by (a) the European Union through the Erasmus Plus Programme (Grant Agreement No. 2018-3019/001-001, Project No. 600886-1-2018-1-DE-EPPKA2-SSA-B). (b) the HAZITEK call of the Basque Government, project acronym Adit4All and (c) Accenture, Inzu Group, Fundación Telefónica and Fundación BBK, partners of the Deusto Digital Industry Chair

    An IDEA for design pedagogy: Devising instructional design in higher education 4.0

    Get PDF
    The purpose of the present study is to constitute a basis for integrating instructional design into higher education 4.0 curriculums, aiming at a design pedagogy approach. A conceptual model including the prominent concepts and characteristics of this distinction was suggested with rationales from recent literature. The proposed Instructional Design for Educational Actuality (IDEA) Model uses the dynamics of instructional design and curriculum development processes for higher education, and suggests a continuous evaluation and revision procedure. Centering the attention on design issues, the study seeks to advocate for the use of technology in all applicable phases of instructional design process, as is in education 4.0 contexts. Design, development and implementation are the crucial phases of this process, since a design pedagogy approach is followed. The rest of the process, namely analyze and evaluation phases are also subject to design pedagogy, however they are quite individualistic and requires a personalized approach. Following technological applications of a symbiotic relationship between instructional design and design pedagogy in higher education contexts, the study ends with a series of implications on stakeholders’ roles, concepts-technologies and pedagogical motives. &nbsp

    An aesthetics of touch: investigating the language of design relating to form

    Get PDF
    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    Architectural Design of School Buildings in the View of Concepts and Applications of Artificial Intelligence

    Get PDF
    An enormous amount of data is usually needed for the design in the early phases of projects. Right now, computational tools are accessible to help the designer use data and information quickly and effectively to do this. Artificial intelligence, or AI,is a recent field of study that uses, analyzes, and manipulates data to complete tasks and reach goals. Modeling, anomaly detection, association, and grouping are just a few of the many sub-fields that make up the current state of AI, The goal of the current study is to make clear the benefits of using AI into architectural design and to motivate architects to begin doing so. A two-pronged approach is used to achieve this: showcasing the relevant literature and the applicable and desired project. Therefore, the continued promotion and implementation of new computer technologies, such as BIM technology, have had an inescapable significant impact on the Egyptian building sector. In this work, we provide the experiments using the Revit program and their conclusions based on the amount of college education. The architectural design major at higher vocational institutions has seen significant changes at this time. The educational objectives of the institution don\u27t align with the field of architectural design\u27s recent growth. We outline the most recent research on BIM-based architecture education in this article. We contrasted the various software programs used in the education sector, including CAD, SketchUp, and Revit. As a consequence of the experiments and projects using the Revit program during instruction, we receive a BIM competency certificate

    A comparison of processing techniques for producing prototype injection moulding inserts.

    Get PDF
    This project involves the investigation of processing techniques for producing low-cost moulding inserts used in the particulate injection moulding (PIM) process. Prototype moulds were made from both additive and subtractive processes as well as a combination of the two. The general motivation for this was to reduce the entry cost of users when considering PIM. PIM cavity inserts were first made by conventional machining from a polymer block using the pocket NC desktop mill. PIM cavity inserts were also made by fused filament deposition modelling using the Tiertime UP plus 3D printer. The injection moulding trials manifested in surface finish and part removal defects. The feedstock was a titanium metal blend which is brittle in comparison to commodity polymers. That in combination with the mesoscale features, small cross-sections and complex geometries were considered the main problems. For both processing methods, fixes were identified and made to test the theory. These consisted of a blended approach that saw a combination of both the additive and subtractive processes being used. The parts produced from the three processing methods are investigated and their respective merits and issues are discussed

    Architectural Design of School Buildings in the View of Concepts and Applications of Artificial Intelligence

    Get PDF
    An enormous amount of data is usually needed for the design in the early phases of projects. Right now, computational tools are accessible to help the designer use data and information quickly and effectively to do this. Artificial intelligence, or AI,is a recent field of study that uses, analyzes, and manipulates data to complete tasks and reach goals. Modeling, anomaly detection, association, and grouping are just a few of the many sub-fields that make up the current state of AI, The goal of the current study is to make clear the benefits of using AI into architectural design and to motivate architects to begin doing so. A two-pronged approach is used to achieve this: showcasing the relevant literature and the applicable and desired project. Therefore, the continued promotion and implementation of new computer technologies, such as BIM technology, have had an inescapable significant impact on the Egyptian building sector. In this work, we provide the experiments using the Revit program and their conclusions based on the amount of college education. The architectural design major at higher vocational institutions has seen significant changes at this time. The educational objectives of the institution don\u27t align with the field of architectural design\u27s recent growth. We outline the most recent research on BIM-based architecture education in this article. We contrasted the various software programs used in the education sector, including CAD, SketchUp, and Revit. As a consequence of the experiments and projects using the Revit program during instruction, we receive a BIM competency certificate

    IDATER online conference: graphicacy and modelling 2010

    Get PDF
    IDATER online conference: graphicacy and modelling 201
    • …
    corecore