2,058 research outputs found

    Virtuālās Realitātes mācīšanās taksonomija

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    Promocijas darbs tika izstrādāts izglītības zinātņu nozarē, vispārīgās pedagoģijas apakšnozarē Latvijas Universitātes Pedagoģijas, psiholoģijas un mākslas fakultātē, profesores, Dr. paed. Lindas Danielas vadībā. Darba apjoms ir 147 lpp., ieskaitot 30 attēlus un 16 tabulas, kā arī literatūras un avotu sarakstu ar 114 nosaukumiem. Darbam papildus pievienoti arī 2 pielikumi uz 21 lpp. Pētījuma mērķis ir informēt pedagogus un mācīšanas dizaina izstrādātājus, kā arī VR tehnoloģiju izstrādātājus, un potenciālos izglītojamos par VR mācīšanās principiem, tostarp, to sinerģijām un mijsakarībām, piedāvājot pamatotu teoriju virtuālās realitātes mācīšanās taksonomijai. Šī pētījuma nozīmīgākais devums ietver esošo, bet sadrumstaloto zināšanu apkopošanu un sistematizēšanu, pierādījumos balstītas teorētiskās bāzes izstrādi virtuālās realitātes mācīšanās taksonomijai, kā arī praktisku VR mācīšanas pieredžu dizaina un izvērtēšanas rīku izstrādiThe doctoral thesis by Lana Frančeska Dreimane titled “Taxonomy of Learning in Virtual Reality” was developed in the field of Education at the Faculty of Education, Psychology and Arts of the University of Latvia, under supervision of Dr. paed., professor Linda Daniela. The volume of the thesis is 147 pages, 30 figures and 16 tables in the main text, as well as list of bibliographic sources with 114 titles and 2 appendices. This research aims to inform educators and instructors, as well as VR technology developers and potential learners, about the alignment synergies and interconnections of VR learning principles by generating a substantive theory for the taxonomy of learning in Virtual Reality. The most important contribution of this inquiry is in systemising already existing but fragmented knowledge, and presenting evidence for theoretical basis for the taxonomy, as well as developing VR learning experience design and evaluation tools for practical applications

    Haptic and Audio Displays for Augmented Reality Tourism Applications

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    Tools in and out of sight : an analysis informed by Cultural-Historical Activity Theory of audio-haptic activities involving people with visual impairments supported by technology

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    The main purpose of this thesis is to present a Cultural-Historical Activity Theory (CHAT) based analysis of the activities conducted by and with visually impaired users supported by audio-haptic technology.This thesis covers several studies conducted in two projects. The studies evaluate the use of audio-haptic technologies to support and/or mediate the activities of people with visual impairment. The focus is on the activities involving access to two-dimensional information, such as pictures or maps. People with visual impairments can use commercially available solutions to explore static information (raised lined maps and pictures, for example). Solu-tions for dynamic access, such as drawing a picture or using a map while moving around, are more scarce. Two distinct projects were initiated to remedy the scarcity of dynamic access solutions, specifically focusing on two separate activities.The first project, HaptiMap, focused on pedestrian outdoors navigation through audio feedback and gestures mediated by a GPS equipped mobile phone. The second project, HIPP, focused on drawing and learning about 2D representations in a school setting with the help of haptic and audio feedback. In both cases, visual feedback was also present in the technology, enabling people with vision to take advantage of that modality too.The research questions addressed are: How can audio and haptic interaction mediate activ-ities for people with visual impairment? Are there features of the programming that help or hinder this mediation? How can CHAT, and specifically the Activity Checklist, be used to shape the design process, when designing audio haptic technology together with persons with visual impairments?Results show the usefulness of the Activity Checklist as a tool in the design process, and provide practical application examples. A general conclusion emphasises the importance of modularity, standards, and libre software in rehabilitation technology to support the development of the activities over time and to let the code evolve with them, as a lifelong iterative development process. The research also provides specific design recommendations for the design of the type of audio haptic systems involved

    Designing for Mixed Reality Urban Exploration

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    This paper introduces a design framework for mixed reality urban exploration (MRUE), based on a concrete implementation in a historical city. The framework integrates different modalities, such as virtual reality (VR), augmented reality (AR), and haptics-audio interfaces, as well as advanced features such as personalized recommendations, social exploration, and itinerary management. It permits to address a number of concerns regarding information overload, safety, and quality of the experience, which are not sufficiently tackled in traditional non-integrated approaches. This study presents an integrated mobile platform built on top of this framework and reflects on the lessons learned.Peer reviewe
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