1,860 research outputs found

    Spartan Daily, August 26, 2002

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    Volume 119, Issue 1https://scholarworks.sjsu.edu/spartandaily/10645/thumbnail.jp

    Virtual Reality Simulation System for Underground Mining Project

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    The Advocate, March 26, 2013

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    https://red.mnstate.edu/advocate/1308/thumbnail.jp

    Emerging technologies for learning report (volume 3)

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    iPulse: November 2019

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    Issues: November 4, 2019: Philosophy of Space and Time, Creating Comics, Coco Gauff takes WTA Title November 11, 2019: Founders Day Festivities, Veterans Day Ceremony, Next Gen Creators November 18, 2019: Darlene Superville Comes to Campus, Saari and Colato\u27s New Campaign, NCAA Finalist Krissy Ortizhttps://spiral.lynn.edu/studentnews/1245/thumbnail.jp

    Explorable 3D Model of SCU Campus

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    My project is an interactive 3D model of SCU campus, which prospective students and their parents can explore without actually having to make the journey to campus. The architecture of the university is made traversable by running under Unreal Engine 4 which is a 3D game development framework that supports the Oculus Rift. The Oculus Rift is a virtual reality headset, which enhances the immersive experience for users of the SCU campus application. It accomplishes this by displaying the rendered images in immersive 3D right in front of their faces, and tracking their head motion and moving the viewpoint in the virtual world accordingly, so it will be as if they were actually there. Oculus Rift compatibility is fully integrated into the Unreal Engine, so it’s only natural to take advantage of the technology for this project

    Museo de las Conceptas: Incorporating and Advancing the Garden Experience

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    The role of museums today is to be captivating places for enjoyment and learning. Our sponsor, El Museo de Las Conceptas, was interested in creating an engaging experience for visitors in its 400 year old gardens. The goal of our project was to identify and develop themes associated with the gardens to encourage visitors to reflect on the origins, uses, and cultural meanings of the plants. To achieve this goal, we interviewed traditional healers, botanists, and museum personnel. We used the data collected from these to create two guidebooks (one for adults and one for children) as well as a database of plants. These deliverables for the museum are tools to provide its visitors with an engaging and informative experience in the gardens

    Juegos Digitales (Gamificación) en el Aprendizaje y la Formación: un Acercamiento a la Adaptación e Integración en el Aula

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    This article is the result of the SGI 2174 project. Its objective is to identify how elements, techniques and mechanics game (gamification) have been implemented, as an ICT-mediated learning strategy for learning and training in the education. A systemic literary review of works on the subject is carried out to contextualize and identify methods, techniques, tools and platforms of gamification.  The results make an analysis of the articles reviewed, and describe and describe the technologies and methodologies of gamification and the most relevant results with which gamification has been implemented in educational and business environments. This project is developed in the research groups TelemaTICs and TICA, and funded by DIN-UPTCEste artículo es el resultado del proyecto SGI 2174. Su objetivo es identificar cómo se han implementado los elementos, las técnicas y el juego de mecánica (gamificación), como una estrategia de aprendizaje mediada por las TIC para el aprendizaje en la educación y la formación. Se realizo una revisión literaria sistémica de trabajos sobre el tema para contextualizar e identificar métodos, técnicas, herramientas y plataformas de gamificación. Los resultados hacen un análisis de los artículos revisados ​​y describen las tecnologías y metodogias de gamificación y los resultados de mayor relevancia con la que se ha implementado la gamificación en entornos educativos y empresariales. Este proyecto se desarrolla en los grupos de investigación TelemaTICs y TICA, y está financiado por DIN-UPTC

    RAIITH: Institutional Repository at IIT Hyderabad and its impact in scientific community

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    The digital content produced now a days is enormous and in this connection libraries role at various level is crucial. Higher educational institutions generate and make available a quantum of digital academic and scholarly content. The crossover from print to electronic databases in the libraries is playing prominent role to collect, archive, maintain and publish the content. In this context, the establishment of institutional repository is an important step towards enhancing the visibility of the educational institute across the globe. Research Archive of Indian Institute of Technology, Hyderabad (RAIITH) is built and managed by using open source software (Eprints). Also it discusses about the methods used to collect, collate and publish scholarly content in RAIITH. The challenges come across during the implementation and the testing phase were well addressed. In addition, to complement the traditional citation-based metrics, the latest metric tool viz. Altmetric is structured for its influence in the scientific community. The importance of open access model for scholarly communications has been discussed in details to improve the overall visibility of scientific and technological outcome
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