8,460 research outputs found
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A student-led comparison of techniques for augmenting the field experience
We report a study in which 30 university geography students compared five techniques to enhance the experience of visiting outdoor locations. The techniques were: a pre-prepared acetate overlay of the visual scene; a custom-designed visitor guide running on a PDA; the mScape location-based software running on a GPS-enabled mobile phone; Google Earth on a tablet PC; and a head-mounted virtual reality display. The students were given the assignment as part of their assessed coursework for a field trip to the UK Lake District, where they had to evaluate the techniques and propose improvements or future designs to enable tourists or students on field trips to gain an enhanced understanding of their surroundings. The paper describes these techniques, reports the process and results of the student assignment, and concludes with a discussion of some broader issues emerging from the project
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Education in the Wild: Contextual and Location-Based Mobile Learning in Action. A Report from the STELLAR Alpine Rendez-Vous Workshop Series
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Introduction to location-based mobile learning
[About the book]
The report follows on from a 2-day workshop funded by the STELLAR Network of Excellence as part of their 2009 Alpine Rendez-Vous workshop series and is edited by Elizabeth Brown with a foreword from Mike Sharples. Contributors have provided examples of innovative and exciting research projects and practical applications for mobile learning in a location-sensitive setting, including the sharing of good practice and the key findings that have resulted from this work. There is also a debate about whether location-based and contextual learning results in shallower learning strategies and a section detailing the future challenges for location-based learning
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Augmenting the field experience: a student-led comparison of techniques and technologies
In this study we report on our experiences of creating and running a student fieldtrip exercise which allowed students to compare a range of approaches to the design of technologies for augmenting landscape scenes. The main study site is around Keswick in the English Lake District, Cumbria, UK, an attractive upland environment popular with tourists and walkers. The aim of the exercise for the students was to assess the effectiveness of various forms of geographic information in augmenting real landscape scenes, as mediated through a range of techniques and technologies. These techniques were: computer-generated acetate overlays showing annotated wireframe views from certain key points; a custom-designed application running on a PDA; a mediascape running on the mScape software on a GPS-enabled mobile phone; Google Earth on a tablet PC; and a head-mounted in-field Virtual Reality system. Each group of students had all five techniques available to them, and were tasked with comparing them in the context of creating a visitor guide to the area centred on the field centre. Here we summarise their findings and reflect upon some of the broader research questions emerging from the project
Augmented Reality in Smart Cities: A Multimedia Approach
Intro: This paper presents an advance overview of utilizing Augmented Reality (AR) in smart cities. Although, Smart cities contain six major aspects (mobility, economy, government, environment, living, and people), this paper focuses on three of them that have more potentiality in using virtual assistant (mobility, environment, and living). Methodology: Presenting a state-of-the-art review studies undertake between 2013 and 2017, which is driven from highlighted libraries is the aim of this research. After exact examine, 15 emphasized studies are chosen to divide the main aspects while 120 selective articles are supporting them. These categorizes have been critically compared with an aim, method and chronological perspectives. Results: First of All, Environmental issues (Museums industry) attract the most attention of researchers while the living issues (maintenance) have lower significant compare t latter and mobility (indoor-outdoor navigation) attract the least. Moreover, a close connection between academic and industry fields is going to be created. Conclusions: it has been concluded that, because of economic advantages, utilizing AR technology has improved in the tourism and maintenance. Moreover, until now, most of studies try to prove their concept rather than illustrate well stablished analytic approach. Because of hardware and software improvement, it is essential for the future studies to evaluate their hypothesis in a real urban context
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Innovating Pedagogy 2017: Exploring new forms of teaching, learning and assessment, to guide educators and policy makers. Open University Innovation Report 6
This series of reports explores new forms of teaching, learning and assessment for an interactive world, to guide teachers and policy makers in productive innovation. This sixth report proposes ten innovations that are already in currency but have not yet had a profound influence on education. To produce it, a group of academics at the Institute of Educational Technology in The Open University collaborated with researchers from the Learning In a NetworKed Society (LINKS) Israeli Center of Research Excellence (I-CORE).
Themes:
⢠Big-data inquiry: thinking with data
⢠Learners making science
⢠Navigating post-truth societies
⢠Immersive learning
⢠Learning with internal values
⢠Student-led analytics
⢠Intergroup empathy
⢠Humanistic knowledge-building communities
⢠Open Textbooks
⢠Spaced Learnin
ENHANCING USERSâ EXPERIENCE WITH SMART MOBILE TECHNOLOGY
The aim of this thesis is to investigate mobile guides for use with smartphones. Mobile guides have been successfully used to provide information, personalisation and navigation for the user. The researcher also wanted to ascertain how and in what ways mobile guides can enhance users' experience.
This research involved designing and developing web based applications to run on smartphones. Four studies were conducted, two of which involved testing of the particular application. The applications tested were a museum mobile guide application and a university mobile guide mapping application. Initial testing examined the prototype work for the âChronology of His Majesty Sultan Haji Hassanal Bolkiahâ application. The results were used to assess the potential of using similar mobile guides in Brunei Darussalamâs museums. The second study involved testing of the âKent LiveMapâ application for use at the University of Kent. Students at the university tested this mapping application, which uses crowdsourcing of information to provide live data. The results were promising and indicate that users' experience was enhanced when using the application.
Overall results from testing and using the two applications that were developed as part of this thesis show that mobile guides have the potential to be implemented in Brunei Darussalamâs museums and on campus at the University of Kent. However, modifications to both applications are required to fulfil their potential and take them beyond the prototype stage in order to be fully functioning and commercially viable
Updating the art history curriculum: incorporating virtual and augmented reality technologies to improve interactivity and engagement
Master's Project (M.Ed.) University of Alaska Fairbanks, 2017This project investigates how the art history curricula in higher education can borrow from and incorporate emerging technologies currently being used in art museums. Many art museums are using augmented reality and virtual reality technologies to transform their visitors' experiences into experiences that are interactive and engaging. Art museums have historically offered static visitor experiences, which have been mirrored in the study of art. This project explores the current state of the art history classroom in higher education, which is historically a teacher-centered learning environment and the learning effects of that environment. The project then looks at how art museums are creating visitor-centered learning environments; specifically looking at how they are using reality technologies (virtual and augmented) to transition into digitally interactive learning environments that support various learning theories. Lastly, the project examines the learning benefits of such tools to see what could (and should) be implemented into the art history curricula at the higher education level and provides a sample section of a curriculum demonstrating what that implementation could look like. Art and art history are a crucial part of our culture and being able to successfully engage with it and learn from it enables the spread of our culture through digital means and of digital culture
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Learning in an age of digital networks
The final years of the twentieth century and early years of the twenty first century have been marked by the rapid rise of digital and networked technologies. Some have even called it a paradigm shift and suggested that it will lead to a dramatic change in the way young people learn (Tapscott and Williams, 2010). As with all commentary on new technologies we should beware of being carried away with the excitement of the new. There is a recurrent innovation cycle beginning with over excitement followed by disappointment and once the reaction has set in against the new it is followed by a move away to yet another new technology, often before a proper assessment and evaluation of the previous cycle can take place. Equally we must be careful not to ignore the profound changes that are taking place and how they may affect universities and learning in society more generally. A recent description by a UK based think tank Demos characterized the kind of university that is emerging from the engagement with new digital and networked technologies as the 'edgeless university' (Bradwell, 2009). The term edgeless is borrowed from work on the city that suggests edgeless cities have the function of cities without being organized in their classic form. In the same way the Demos pamphlet suggests that the university retains an identifiable function but the functions of the university are no longer confined to a single institution nor are they confined to higher education institutions more broadly. Over a decade ago Brown and Duguid (2000) identified the core functions of universities as the capacity to grant degrees, to accredit students and to provide the warrant that guaranteed the credentials obtained by the students from the university. They also suggested that the introduction of what were then new technologies would lead to an increased focus on these core functions. The core role remains in the edgeless university but the boundaries to these may alter. This article tries to provide a way of thinking about new technologies that manages to balance these two conflicting needs. It identifies some current ways of thinking about the changes taking place in universities that are related to digital and networked technologies and to assess their impact. It then goes on to suggest the kinds of choices we may have to make in relation to new technologies at a variety of levels, the personal, the institutional and in terms of society in general. The edgeless university is associated with broad technological change but whether such change is inevitable is still an issue that needs to be discussed
An augmented reality application to engage students in STEM education
This work is supported by national funds through FCT - Foundation for Science and Technology, I. P., in the context of the project PTDC/CED-EDG/32422/2017This paper proposes a Mobile Augmented Reality application to engage students in STEM education. With a design research methodology, the SolarSystemGO game, initially designed to promote learning about our Solar System, is being developed by undergraduate higher education students supervised by higher education teachers from a Portuguese polytechnic. After several cycles of implementation of the game (design research cycles), which took place over two academic years, we argue that the SolarSystemGO game can be a resource to develop mathematical contents in formal and informal learning environments. Based on our research and experience in the field, we sustain the importance of developing Mobile Augmented Reality games that engage students and motivate them to learn interdisciplinary subject matters adequate to primary school syllabus.publishersversioninpres
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