2,821 research outputs found

    Motivación y mejora académica utilizando realidad aumentada para el estudio de modelos tridimensionales arquitectónicos

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    En el presente artículo discutimos los resultados de evaluar el grado de motivación, el perfil y el nivel de satisfacción de los estudiantes en flujos de trabajo que utilizan la visualización aumentada de modelos complejos en 3D. El estudio muestra los resultados de experimentos realizados con alumnos de grado a lo largo de los dos primeros cursos de Arquitectura y el actual grado de Ciencias y Tecnologías de la Construcción (antiguo grado español de Ingeniería de la Construcción, y con cuyo nombre se reconoce a nivel europeo). Hemos utilizado un método mixto que combina el uso de técnicas cuantitativas y cualitativas de evaluación de la respuesta del estudiante, con el fin de completar una visión más global del uso de nuevas tecnologías, dispositivos móviles y métodos visuales avanzados en campos académicos. Los resultados nos muestran cómo los estudiantes partícipes de dichos experimentos han mejorado sus resultados académicos y su implicación con la materia, un punto clave en el actual marco educativo compuesto por estudiantes nativos digitales y un gran número de aplicaciones y dispositivos para la enseñanza y el aprendizajePostprint (published version

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    A Proposed Workflow for Conceptual Visualization Studies in Urban 3D-Models

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    Different types of invisible parameters, such as air quality and noise, are all affected by new constructions of infrastructure and buildings and should be considered as important aspects in the design of new urban environments. At the same time these parameters are difficult to communicate in a comprehensible way and their consequences can be difficult to grasp for non-experts. Effective visualization offers possibilities to include and create consensus among stakeholders in urban planning processes and thus contributes to a holistic view and more sustainable solutions. This paper presents and discusses a proposed method for conceptual explorations for visualizing environmental data, using a so-called sandbox model with fictitious data.\ua0 One question is in focus: How can a sandbox model be used for the development of visualization concepts in urban 3D-models? In this paper we demonstrate our methodology using noise pollution data applied in one of our research projects carried out together with the Swedish Transport Administration (Trafikverket). This project explores new solutions for visualization of environmental data in Trafikverket\u27s geographically large-scale 3D-models. In order to conduct design elaborations in an adapted environment a sandbox model was developed as part of the workflow. Here various concepts for visualization solutions were developed and tested in a series of user tests. Based on this developed methodology through application, we propose guidelines for conceptional elaborations in a sandbox model for visualization of data in urban 3D-models. This research approach contributes to developing new methodology for information visualization of environmental data in urban 3D-models

    Planning with Citizens: Implementation of an e-Planning Platform and Analysis of Research Needs

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    Citizen participation should be an essential part of an urban planning process if the needs of the local population are to be addressed. Citizen participation should also improve acceptance of private construction projects by residents that live in or near such development. A complementary form of citizen participation to public planning meetings is to permit citizen engagement via Web 2.0 technologies, which also has the potential to get citizens involved that are usually difficult to reach. We aim to build a social, i.e. participatory, planning platform that allows technology savvy citizens to inform themselves of future and ongoing development projects and to also discuss them online. In this work we discuss the functional needs and context-of-use constraints of such an e-planning platform. A conceptual model of the technical architecture is outlined and a prototype implementation is presented. This prototype is built on free and open source software components, including a social network, to enable platform adoption in other locations. Finally, we discuss the research needs that are to be addressed if the development of participatory e-planning platforms should advance

    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

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    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.

    Visualisation techniques, human perception and the built environment

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    Historically, architecture has a wealth of visualisation techniques that have evolved throughout the period of structural design, with Virtual Reality (VR) being a relatively recent addition to the toolbox. To date the effectiveness of VR has been demonstrated from conceptualisation through to final stages and maintenance, however, its full potential has yet to be realised (Bouchlaghem et al, 2005). According to Dewey (1934), perceptual integration was predicted to be transformational; as the observer would be able to ‘engage’ with the virtual environment. However, environmental representations are predominately focused on the area of vision, regardless of evidence stating that the experience is multi sensory. In addition, there is a marked lack of research exploring the complex interaction of environmental design and the user, such as the role of attention or conceptual interpretation. This paper identifies the potential of VR models to aid communication for the Built Environment with specific reference to human perception issues
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