774 research outputs found

    CUBICA: An Example of Mixed Reality

    Full text link
    Nowadays, one of the hot issues in the agenda is, undoubtedly, the concept of Sustainable Computing. There are several technologies in the intersection of Sustainable Computing and Ambient Intelligence. Among them we may mention “Human-Centric Interfaces for Ambient Intelligence” and “Collaborative Smart Objects” technologies. In this paper we present our efforts in developing these technologies for “Mixed Reality”, a paradigm where Virtual Reality and Ambient Intelligence meet. Cubica is a mixed reality educational application that integrates virtual worlds with tangible interfaces. The application is focused on teaching computer science, in particular “sorting algorithms”. The tangible interface is used to simplify the abstract concept of array, while the virtual world is used for delivering explanations. This educational application has been tested with students at different educational levels in secondary education, having obtained promising results in terms of increased motivation for learning and better understanding of abstract concepts.We want to thank the faculty of the I.E.S. “Joan Coromines”, at Benicarló (Valencia, Spain), for their support while evaluating the system. In particular, the contribution of Lorenzo Otero was essential during that process. The work described in this paper was partially funded by the Spanish National Plan of I+D+i (TIN2010-17344), and by the Spanish Ministry of Industry (TSI-020100-2010-743)

    An experience on natural sciences augmented reality contents for preschoolers

    Full text link
    [EN] Early education is a key element for the future success of students in the education system. This work analyzes the feasibility of using augmented reality contents with preschool students (four and five years old) as a tool for improving their learning process. A quasi experimental design based on a nonequivalent groups posttest-only design was used. A didactic unit has been developed around the topic animals by the participant teachers. The control group followed all the didactic activities defined in the developed didactic materials, while the experimental group was provided in addition with some augmented reality contents. Results show improved learning outcomes in the experimental group with respect to the control group.The Spanish Ministry Economy and Competitiveness partially supported this work (Project ref. TIN2010-21296-C02-01).Cascales, A.; Laguna, I.; Pérez López, DC.; Perona Ruiz, PD.; Contero, M. (2013). An experience on natural sciences augmented reality contents for preschoolers. Lecture Notes in Computer Science. 8022:103-112. https://doi.org/10.1007/978-3-642-39420-1_12S1031128022Barnett, W.S.: Effectiveness of Early Educational Intervention. Science 333(6045), 975–978 (2011)OECD: Investing in high-quality early childhood education and care (ECEC). OECD Publishing, http://www.oecd.org/dataoecd/0/28/48980282.pdf (retrieved)Campos, P., Pessanha, S.: Designing Augmented Reality Tangible Interfaces for Kindergarten Children. In: Shumaker, R. (ed.) Virtual and Mixed Reality, HCII 2011, Part I. LNCS, vol. 6773, pp. 12–19. Springer, Heidelberg (2011)Lim, J., Kim, S.: A Study on Markerless AR-based Infant Education System using CBIR. Communications in Computer and Information Science 78, 52–58 (2010)Chen, C.H., Su, C.C., Lee, P.Y., Wu, F.G.: Augmented Interface for Children Chinese Learning Technologies. In: 7th IEEE International Conference on Advanced Learning Technologies, pp. 268–270. IEEE Press, New York (2007)Azuma, R.: A Survey of Augmented Reality. Presence: Teleoperators and Virtual Environments 6(1), 355–385 (1997)Winkler, T., Herczeg, M., Kritzenberger, H.: Mixed Reality Environments as Collaborative and Constructive Learning Spaces for Elementary School Children. In: Barker, P., Rebelsky, S. (eds.) Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2002, pp. 1034–1039. AACE, Chesapeake (2002)Hsieh, M.C., Lee, J.S.: AR Marker Capacity Increasing for Kindergarten English Learning. In: International Multi Conference of Engineers and Computer Scientists, vol. 1, pp. 663–666 (2008)Hsieh, M.C., Lin, H.C.K.: Interaction Design Based on Augmented Reality Technologies for English Vocabulary Learning. In: Wong, S.L., et al. (eds.) Proceedings of the 18th International Conference on Computers in Education, vol. 1, pp. 663–666. Asia-Pacific Society for Computers in Education (2010)Lee, H., Lee, J.: Mathematical Education Game Based on Augmented Reality. Technologies for E-Learning and Digital Entertainment, 442–450 (2008)Hyun, E., Choi, K., Kim, G.J., Han, J., Jo, M., Kim, N.: Delphi Survey on the Use of Robot Projector based Augmented Reality in Dramatic Activity for Young Children. International Journal of Digital Content Technology and its Applications 5(11), 272–282 (2011)Kim, H.M., Song, T.H., Jung, S.M., Kwon, K.H., Jeon, J.W.: Virtual Storyteller Using Marker Based AR and FPGA. In: IEEE 54th International Midwest Symposium on Circuits and Systems, pp. 1–4. IEEE Press, New York (2011)Dunleavy, M., Dede, C., Mitchell, R.: Affordances and Limitations of Immersive Participatory Augmented Reality Simulations for Teaching and Learning. Journal of Science Education and Technology 18, 7–22 (2009)Martín-Gutiérrez, J., Saorín, J.L., Contero, M., Alcañiz, M., Pérez-López, D., Ortega, M.: Design and validation of an augmented book for spatial abilities development in engineering students. Computers & Graphics 34(1), 77–91 (2010)Cook, T.D., Campbell, D.T., Day, A.: Quasi-experimentation: Design and Analysis Issues for Field Settings, pp. 19–21. Houghton Mifflin, Boston (1979)Buendía, L., Colás, P., Hernández-Pina, F.: Métodos de Investigación en Psicopedagogía. McGraw Hill, Madrid (1997

    Tools for Integrating Computational Thinking and Mathematics in the Middle Grades

    Get PDF
    Integrating computational thinking (CT) in teaching specific K-12 school curricular is a more recent development than teaching CT in university and college courses. In this article, we share some insights on teaching practices that support integrating introductory computational thinking activities with school curricular activities for middle grades students. We specifically reflect on the tools and materials to use when integrating computational thinking concepts and mathematics curricular concepts in grade 4-8 classrooms. In this paper, we refer to integration of computational thinking concepts and mathematics curricular concepts as CT and mathematics

    Tangible Interaction and Learning: The Case for a Hybrid Approach

    Get PDF
    Research involving tangible interaction and children has often focused on how tangibles might sup- port or improve learning compared to more traditional methods. In this paper, we review three of our research studies involving tangible computer programming that have addressed this question in a variety of learning environments with a diverse population of children. Through these studies, we identify situations in which tangible interaction seems to offer advantages for learning; how- ever, we have also identify situations in which tangible interaction proves less useful and an alternative interaction style provides a more appropriate medium for learning. Thus, we advocate for a hybrid approach—one that offers teachers and learners the flexibility to select the most appropriate interaction style to meet the needs of a specific situation

    Learning computational thinking through embodied spatial programming in augmented reality

    Get PDF
    Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2018.Cataloged from PDF version of thesis.Includes bibliographical references (pages 116-120).Computational thinking has been described as a basic skill that should be included in the educational curriculum. Several online screen-based platforms for learning computational thinking have been developed during the past decades. In this thesis we propose the concept of Embodied Spatial Programming as a new and potentially improved programming paradigm for learning computational thinking in space. We have developed HyperCubes, an example Augmented Reality authoring platform that makes use of this paradigm. With a set of qualitative user studies we have assessed the engagement levels and the potential learning outcomes of the application. Through space, the physical environment, creativity and play the user is able to tinker with basic programming concepts that can lead to a better adoption of computational thinking skills.by Anna Fusté Lleixà.S.M

    Home-Based Activities for Children with Speech Sound Disorders:Requirements for a Tangible User Interface for Internet of Things Artefacts

    Get PDF
    This paper presents the state of the art regarding the use of tangible user interfaces for internet of artefacts (IoA) targeting health applications, with a focus on speech and language therapy and related areas, targeting home-based interventions, including data security and privacy issues. Results from a systematic literature review, focus group, and a nationwide questionnaire have been used to determine the system requirements for an artefact prototype to be developed. The aim of this study was to understand what is the usual practice of clinicians and to contribute to a better intervention or post-intervention approach for children with Speech Sound Disorders (SSD). The literature review revealed that some studies proposed technological solutions while others used a social approach and/or gamified activities. We could conclude that more research is needed and that a unified method or framework to address SSD intervention or post-intervention tools is lacking. Clinicians need more and better tools to be able to quantify and qualitatively assess the activities developed at home

    Indonesian Sign Language (SIBI) Vocabulary Learning Media Design Based on Augmented Reality for Hearing-Impaired Children

    Get PDF
    The lack of mastery of spoken and written vocabulary makes hearing-impaired children have poor vocabulary designations. A case study in a kindergarten school for hearing-impaired children in Surabaya, the students are taught to understand vocabulary through media recognition with original objects, artificial objects, and through images. For media recognition through images usually use media in the flashcards form. The rapid development of Information and Communication Technologies (ICT) such as the Augmented Reality (AR) should also be utilized to support the learning media for hearing-impaired children. In this study an application based on AR technology has been integrated with flashcards as a learning tool for children with hearing impairment in learning the vocabulary of the Indonesian sign language (SIBI) In designing the learning media, we use Luther's version of multimedia development method, include concept, design, material collecting, assembly, testing, and distribution. Based on the test results, it would be concluded that the AR application system would run well as evidenced by the buttons on this AR application 100% running according to its function. Markers on the flashcard 97% are detected by the system and would be integrated with appropriate video displays. As for this AR application that runs offline in which all assets and videos are stored in the application database installed on the device, the RAM and processor capacity is very influential on the success and speed of detection of markers and access to display video. So it is recommended to use a device with a minimum of 1.5 GB RAM and a 1.4GHz Quad-core processor. With this AR application, we hope hearing-impaired children become more interested in learning and increasing their vocabulary independently
    • …
    corecore