17,959 research outputs found

    Piloting Multimodal Learning Analytics using Mobile Mixed Reality in Health Education

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    © 2019 IEEE. Mobile mixed reality has been shown to increase higher achievement and lower cognitive load within spatial disciplines. However, traditional methods of assessment restrict examiners ability to holistically assess spatial understanding. Multimodal learning analytics seeks to investigate how combinations of data types such as spatial data and traditional assessment can be combined to better understand both the learner and learning environment. This paper explores the pedagogical possibilities of a smartphone enabled mixed reality multimodal learning analytics case study for health education, focused on learning the anatomy of the heart. The context for this study is the first loop of a design based research study exploring the acquisition and retention of knowledge by piloting the proposed system with practicing health experts. Outcomes from the pilot study showed engagement and enthusiasm of the method among the experts, but also demonstrated problems to overcome in the pedagogical method before deployment with learners

    Bridging the gap: building better tools for game development

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    The following thesis is about questioning how we design game making tools, and how developers may build easier tools to use. It is about the highlighting the inadequacies of current game making programs as well as introducing Goal-Oriented Design as a possible solution. It is also about the processes of digital product development, and reflecting on the necessity for both design and development methods to work cohesively for meaningful results. Interaction Design is in essence the abstracting of key relations that matter to the contextual environment. The result of attempting to tie the Interaction Design principles, Game Design issues together with Software Development practices has led to the production of the User-Centred game engine, PlayBoard

    Development of a Cardiac Auscultation Virtual Reality App

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    La auscultación cardiaca es un procedimiento que permite diagnosticar la condición del corazón de un paciente haciendo uso de un estetoscopio. Una examinaciOn apropiada con el estetoscopio puede resultar en un adecuado diagnóstico y tratamiento. Habilidades en auscultación cardiaca están en decaimiento entre practicantes y profesionales de áreas relacionadas al cuidado de la salud debido al extenso tiempo requerido de entrenamiento. Herramientas actuales de entrenamiento incluyen maniquíes de simulación y equipamiento de diagnóstico que está tomando un papel con mayor prominencia en la práctica de auscultación cardiaca que el entrenamiento con el estetoscopio. De acuerdo con la Organización Mundial de la Salud, en 2015 los dos causantes más grandes de muerte fueron ataques al corazón y enfermedades cerebrovasculares. La disponibilidad y bajo costos del estetoscopio lo hace una herramienta rentable en el entrenamiento en auscultación cardiaca. Actualmente, dispositivos de realidad virtual disponibles para el consumidor común están permitiendo el desarrollo de experiencias virtuales asequibles que tienen el potencial para complementar otras formas de entrenamiento. En este trabajo se presenta una aplicación móvil que combina elementos multimedia tales como sonidos de ritmos cardiacos e imágenes indicando áreas donde la exploración cardiaca debería ser llevada a cabo. Modelados 3D con animaciones realistas de pacientes con diferentes características físicas para simulación y texto explicativo para el diagnóstico fueron usados para proveer inmersión y realismo. El sistema está basado en el procedimiento de entrenamiento en auscultación cardiaca, haciendo uso de elementos de juego para enganchar y motivar los usuarios en el proceso de aprendizaje.Cardiac auscultation is a procedure that allows diagnosing a patient’s heart condition making use of the stethoscope. Proper examination skills with the stethoscope may result in proper diagnostics and treatment. Auscultation skills are in decay among health care trainees and even professionals, due to the required extensive training. Current training tools include simulation manikins and diagnostics equipment that is taking a more prominent role in auscultation practice than the training with the stethoscope. According to the World Health Organization, in 2015 the top two causes of death were ischaemic heart disease and stroke. The availability and low cost of the stethoscope makes it a cost-effective tool in cardiac auscultation skills. Currently, virtual reality consumer-grade devices are allowing the development of affordable virtual experiences that have the potential to complement other forms of training. In this work a mobile app combines multimedia elements such as heart rhythm sounds and images indicating areas where cardiac exploration should be performed is presented. 3D models with realistic animations of patients with different physical characteristics for the simulation and explanatory text for the diagnosis were used to provide immersion and realism. The system is based on the cardiac auscultation training procedure, making use of game elements in order to engage and motivate users in the learning process.Pregrad

    Augmented Reality Implementation for Device Recognition Learning Computer Network

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    Augmented reality incorporates two-dimensional or three-dimensional virtual objects into a virtual reality environment, projecting these virtual objects in real time. This research aimed to increase the knowledge and skills of Hidayah Vocational High School students’ understanding of the various types of network devices with an augmented reality application and developed tutorial videos on steps for creating a new atmosphere. This research model used the waterfall method. The android app that was developed went through product feasibility test stages carried out by lecturers and teachers and was declared fit for use. Then the product was tested on SMK Hidayah class XI students and declared ”good.” Based on the data above, it can be concluded that the android-based application in the form of a 3D Visualization Design of a Computer Network can be used to understand computer introduction material. Keywords: Augmented Reality, Android App, Computer Network

    PlayMaps - Representation of 3D cartography data in Augmented Reality (AR) games

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    A presente dissertação tem como tema a representação de dados cartográficos 3D em ambientes de Realidade Aumentada (RA) aplicados a tecnologias móveis. No turismo, a escolha de um lugar para visitar pode ser um processo árduo e exaustivo que na maioria das vezes traz contratempos imprevistos. Dada a abundância de informações sobre um local, ou mesmo a falta dela em muitas circunstâncias, é simples para um possível turista ficar desorientado e fazer o julgamento incorreto de não visitá-lo. Em muitos casos, as pessoas até desconhecem o potencial das regiões. Muitos representantes têm lutado para encontrar maneiras de atrair mais turistas para suas cidades, muitas vezes se perguntando: "Como posso promover minha cidade para o mundo de uma maneira mais eficaz?". Obviamente, essa divulgação precisa ser feita de forma segura e acessível. Assim, esta dissertação pretende criar um jogo para adolescentes, entre os 10 e os 15 anos, baseado em Realidade Aumentada (RA), que seja capaz de digitalizar um mapa em papel e permitir ao utilizador interagir com o mesmo. A app terá de proporcionar a componente educativa do território e também um nível adequado de interação com o utilizador. Este aplicativo será fácil de usar e compatível com qualquer sistema operacional móvel. Como tal, foi pensado para que qualquer pessoa com um smartphone possa utilizar esta tecnologia. Além disso, este aplicativo será flexível, adaptável e genérico. Cartografias diferentes exigirão modelos geográficos diferentes ou mesmo metodologias de jogo diferentes. Portanto, este aplicativo terá a capacidade de importar diferentes informações geográficas e criar um jogo específico para essa cartografia. Dois estudos anteriores foram realizados nesta área, nomeadamente para potenciar a experiência de visitas à Galeria da Biodiversidade e ao Jardim Botânico como forma de jogo. O primeiro estudo utiliza o método "case study", utilizando uma abordagem quantitativa e qualitativa para entender como a experiência lúdica proporcionada pela tecnologia de realidade aumentada pode contribuir para a entrega de informações que esses espaços pretendem transmitir aos visitantes {soares2021flo}. O segundo estudo procurou explorar formas de conectar ambientes internos e externos por meio de Realidade Aumentada (RA) {teixeira2021serious}. Esses tipos de abordagens de como disseminar informações são fundamentais para que o usuário tenha uma compreensão adequada do que a região tem a oferecer. Esses recursos serão aplicados ao mapeamento de territórios conhecidos a fim de investigar formas de promover o turismo melhorando e inovando a forma como as pessoas aprendem e exploram novas cidades e outros espaços. Embora esta dissertação seja apenas um caso de estudo, com esta implementação, a solução proposta pode funcionar como base para o desenvolvimento de uma ferramenta universal para qualquer instituição e/ou cidade que se queira promover.The present dissertation has, as its theme, the representation of 3D cartography data in Augmented Reality (AR) environments applied to mobile technologies. In tourism, choosing a place to visit can be a hard and exhaustive process which most times brings unforeseen setbacks. Given the abundance of information about a location, or even the lack thereof in many circumstances, it's simple for a possible tourist to become disoriented and make the incorrect judgement of not visiting it. In many cases, people even are unaware of the regions' potential. Many city officials and space marketers have struggled to find ways to attract more tourists to their cities, often asking themselves, "How can I promote my city to the world in a more effective way?". Obviously, this advertisement needs to be done in a safe and affordable way. Therefore, this dissertation aims to create a game for teens, between 10 and 15 years old, based on Augmented Reality (AR), which is capable to digitise a paper map and allowing the user to interact with it. The app will have to provide the educational component of the territory and also an appropriate level of interaction with the user. This app will be easy to use, user-friendly and compatible with any mobile operating system. As such, it is designed that anyone with a smart phone can use this technology. Furthermore, this app will be flexible, adaptable and generic. Different cartographies will require different geographical models or even different game methodologies. Therefore, this application will have the ability to import different geographic information, and create a specific game to that cartography. Two previous studies were carried out in this area, namely to enhance the experience of visits to Galeria da Biodiversidade and Jardim Botânico as a form of a game. The first study employs the case study method, using a quantitative and qualitative approach to comprehend how the entertaining experience given by augmented reality technology may contribute in the delivery of the information these spaces intend to transmit to visitors {soares2021flo}. The second study sought to explore ways to connect indoor and outdoor environments through Augmented Reality (AR) {teixeira2021serious}. These types of approaches on how to disseminate information are fundamental for the user to have an appropriate grasp of what the region has to offer. These functionalities will be applied to cartography of know territories in order to investigate ways to promote tourism by improving and innovating the way people learn and explore new cities and other spaces. Although this dissertation is only a case study, with this implementation, the proposed solution can become a stepping stone to the development of a universal tool for any institution and/or city that intends to promote itself

    Real Time and High Fidelity Quadcopter Tracking System

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    This project was conceived as a desired to have an affordable, flexible and physically compact tracking system for high accuracy spatial and orientation tracking. Specifically, this implementation is focused on providing a low cost motion capture system for future research. It is a tool to enable the further creation of systems that would require the use of accurate placement of landing pads, payload acquires and delivery. This system will provide the quadcopter platform a coordinate system that can be used in addition to GPS. Field research with quadcopter manufacturers, photographers, agriculture and research organizations were contact and interviewed for information on what components of a quadcopter system were lacking and what barriers currently limited desired drone operation. Distilling this information and after exploring various projects in the field of quadcopter and autonomous control, the idea was found to develop a system that could track the motion of quadcopters to jump start other projects. Specifically, live feedback was explored to be used as hardware in the loop testing systems where commands are relayed to the quadcopter and its response can be accurately measured. This can be extremely beneficial in new equipment testing such as new propeller design, motor design, and frame response. A further stretch objective for this project is to unify input commands to the quadcopter with its physical position in order to train control systems to fly new platforms running “piloted” platforms such as BetaFlight, RaceFlight and KISS platforms typically associated with drone racing as well as hobby grade semi-autonomous flight controller such as ArduPilot Mega (APM) & PixHawk
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