7,511 research outputs found

    Facilitating student and staff engagement across multiple offshore campuses for transnational education using an immersive video augmented learning platform

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    Opportunities in transnational education have been growing across the higher education sector. The incentive for institutions to explore opening offshore satellite campuses includes access to more students and building the institutions reputation across the globe. A number of risks are also associated with transnational education, especially in terms of quality. It is important that students across all campuses receive the same high standard of education. That is, students at offshore campuses should not be placed at a disadvantage compared to students studying at the institutions main campus. This paper explores the possibility of providing students from offshore campuses better access to teaching staff from the institutions main campus. An immersive video augmented platform called iSee is used to simultaneously connect students from Singapore and Malaysia with teaching staff in Wollongong. The students undertook an exam revision session using video avatars in a virtual lecture theatre. The pilot showcased the opportunities of implementing this technology to improve student engagement and reduce academic workload. It also reinforced the need for more research in the transnational education field to ensure the same graduate outcomes are being achieved across campuses

    Strata Managers and Educational Mishaps

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    In Australia, educational qualifications are a prescribed requirement for licensing within various occupations and professions, and each state and territory has varying degrees of educational aims and objectives. This research paper examines the minimum standards of education and knowledge, which are imposed as a pre-requisite for the licensing of a Strata Manager. The paper traces the historical progression which occurred during the last century to the current decade, and includes an assessment of societies changing needs of the role within the profession. In this regard, it is argued that the educational requirements during the mid 1990s to the early 2000s best served the needs of the consumer in comparison to these last 10 years. The discussion is complemented with data from New South Wales, mapping the educational knowledge fields and comparing this information to the duties and responsibilities of a Strata Manager

    Conceptualizing Immersion for Individual Learning in Virtual Reality

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    Immersive virtual reality technology (VR) receives more and more attention, especially since the release of the Oculus Rift (development kit 2) in2016. This technology is not only used in the gaming industry but also in serious contexts such as product design or education. The creation of high immersion is commonly said to be the special characteristic of VR. We consider two perspectives on immersion: firstly, immersion in the task and, secondly, immersion in the technology. Our work focuses on immersion as part of the learning related theory of cognitive absorption to examine the theoretical difference between task and technology immersion in the case of individual learning with immersive VR technology. We conducted an explorative Grounded Theory approach with 10 in-depth interviews based on first-hand experience with a self-developed immersive VR application. We propose theoretical and design implications for how VR can potentially enhance individual learning

    Mapping the Current Landscape of Research Library Engagement with Emerging Technologies in Research and Learning: Final Report

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    The generation, dissemination, and analysis of digital information is a significant driver, and consequence, of technological change. As data and information stewards in physical and virtual space, research libraries are thoroughly entangled in the challenges presented by the Fourth Industrial Revolution:1 a societal shift powered not by steam or electricity, but by data, and characterized by a fusion of the physical and digital worlds.2 Organizing, structuring, preserving, and providing access to growing volumes of the digital data generated and required by research and industry will become a critically important function. As partners with the community of researchers and scholars, research libraries are also recognizing and adapting to the consequences of technological change in the practices of scholarship and scholarly communication. Technologies that have emerged or become ubiquitous within the last decade have accelerated information production and have catalyzed profound changes in the ways scholars, students, and the general public create and engage with information. The production of an unprecedented volume and diversity of digital artifacts, the proliferation of machine learning (ML) technologies,3 and the emergence of data as the “world’s most valuable resource,”4 among other trends, present compelling opportunities for research libraries to contribute in new and significant ways to the research and learning enterprise. Librarians are all too familiar with predictions of the research library’s demise in an era when researchers have so much information at their fingertips. A growing body of evidence provides a resounding counterpoint: that the skills, experience, and values of librarians, and the persistence of libraries as an institution, will become more important than ever as researchers contend with the data deluge and the ephemerality and fragility of much digital content. This report identifies strategic opportunities for research libraries to adopt and engage with emerging technologies,5 with a roughly fiveyear time horizon. It considers the ways in which research library values and professional expertise inform and shape this engagement, the ways library and library worker roles will be reconceptualized, and the implication of a range of technologies on how the library fulfills its mission. The report builds on a literature review covering the last five years of published scholarship, primarily North American information science literature, and interviews with a dozen library field experts, completed in fall 2019. It begins with a discussion of four cross-cutting opportunities that permeate many or all aspects of research library services. Next, specific opportunities are identified in each of five core research library service areas: facilitating information discovery, stewarding the scholarly and cultural record, advancing digital scholarship, furthering student learning and success, and creating learning and collaboration spaces. Each section identifies key technologies shaping user behaviors and library services, and highlights exemplary initiatives. Underlying much of the discussion in this report is the idea that “digital transformation is increasingly about change management”6 —that adoption of or engagement with emerging technologies must be part of a broader strategy for organizational change, for “moving emerging work from the periphery to the core,”7 and a broader shift in conceptualizing the research library and its services. Above all, libraries are benefitting from the ways in which emerging technologies offer opportunities to center users and move from a centralized and often siloed service model to embedded, collaborative engagement with the research and learning enterprise

    Enhancing students’ evaluative judgment in assessments

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    Coping with the inheritance of COVID-19: the role of new interactive technologies to enhance user experience in different contexts of use

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    The COVID-19 pandemic has upset the habits of people and various sectors of society, including training, entertainment, and retail. These sectors have been forced to adapt to abnormal situations such as social distancing, remote work, and online entertainment. The pandemic has significantly transformed the training field, leading to the closure of many in-person instruction centers and a shift toward online education courses, which can be less effective. In addition, the entertainment industry has been heavily transformed by social distancing, resulting in the cancellation of many live events and the closure of several cinemas. This has increased demand for online entertainment options, such as streaming services and virtual events. Finally, the restrictions imposed by the COVID-19 pandemic substantially impacted physical stores and fairs, suspending exhibitions for more than two years. This has further driven consumers to rely on e-commerce to fulfill their purchasing and companies to increasingly take advantage of new technologies such as augmented reality. In this suddenly disrupted scenario, new technologies have the potential to fill the gap generated by the pandemic, functioning as an interactive bridge to connect people. This Ph.D. thesis explored the potential of interactive technologies in mitigating the challenges posed by the COVID-19 pandemic in various contexts of use in the above-mentioned areas. Specifically, three lines of research were investigated by conducting different studies using a mixed approach in the Human-Computer Interaction field. The first research line focused on the study of immersive virtual reality training, with a particular interest in flood emergencies, a growing phenomenon. The goal was to implement engaging and efficient training for citizens that live near rivers through a human-centric design approach. The second line of research explored innovative ways to improve social interaction and collaboration in the entertainment sector, highlighting guidelines for the design of shared streaming experiences. In particular, three different communication modalities were studied during group viewing of an interactive film on a streaming platform. Finally, the third research line focused on the retail sector. On the one hand, the focus consisted of understanding which aspects of the 3D web and AR technology are helpful for supporting small businesses and trade fairs. On the other hand, the focus was to investigate how to support consumers during an AR shopping experience when interacting with 3D virtual products of different sizes. Overall, this project provides suggestions and guidelines for designing systems that can both increasingly connect people at a distance and offer new hybrid worlds. In addition, this project expands state-of-the-art related to interactive technologies and offers generalizable results outside the crisis created by COVID-19. These technologies, now increasingly integrated into everyday life, can be a tool for empowerment and resilience, improving people's lives.The COVID-19 pandemic has upset the habits of people and various sectors of society, including training, entertainment, and retail. These sectors have been forced to adapt to abnormal situations such as social distancing, remote work, and online entertainment. The pandemic has significantly transformed the training field, leading to the closure of many in-person instruction centers and a shift toward online education courses, which can be less effective. In addition, the entertainment industry has been heavily transformed by social distancing, resulting in the cancellation of many live events and the closure of several cinemas. This has increased demand for online entertainment options, such as streaming services and virtual events. Finally, the restrictions imposed by the COVID-19 pandemic substantially impacted physical stores and fairs, suspending exhibitions for more than two years. This has further driven consumers to rely on e-commerce to fulfill their purchasing and companies to increasingly take advantage of new technologies such as augmented reality. In this suddenly disrupted scenario, new technologies have the potential to fill the gap generated by the pandemic, functioning as an interactive bridge to connect people. This Ph.D. thesis explored the potential of interactive technologies in mitigating the challenges posed by the COVID-19 pandemic in various contexts of use in the above-mentioned areas. Specifically, three lines of research were investigated by conducting different studies using a mixed approach in the Human-Computer Interaction field. The first research line focused on the study of immersive virtual reality training, with a particular interest in flood emergencies, a growing phenomenon. The goal was to implement engaging and efficient training for citizens that live near rivers through a human-centric design approach. The second line of research explored innovative ways to improve social interaction and collaboration in the entertainment sector, highlighting guidelines for the design of shared streaming experiences. In particular, three different communication modalities were studied during group viewing of an interactive film on a streaming platform. Finally, the third research line focused on the retail sector. On the one hand, the focus consisted of understanding which aspects of the 3D web and AR technology are helpful for supporting small businesses and trade fairs. On the other hand, the focus was to investigate how to support consumers during an AR shopping experience when interacting with 3D virtual products of different sizes. Overall, this project provides suggestions and guidelines for designing systems that can both increasingly connect people at a distance and offer new hybrid worlds. In addition, this project expands state-of-the-art related to interactive technologies and offers generalizable results outside the crisis created by COVID-19. These technologies, now increasingly integrated into everyday life, can be a tool for empowerment and resilience, improving people's lives

    Augmented Reality and Its Application

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    Augmented Reality (AR) is a discipline that includes the interactive experience of a real-world environment, in which real-world objects and elements are enhanced using computer perceptual information. It has many potential applications in education, medicine, and engineering, among other fields. This book explores these potential uses, presenting case studies and investigations of AR for vocational training, emergency response, interior design, architecture, and much more

    Learning in a Mixed Reality System in the Context of ‚Industrie 4.0‘

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    This contribution in the field of innovative approaches to training and education in technical subjects focuses on the potential of modern teaching and learning environments. The contribution is based on a theoretical introduction to Mixed Reality Systems and virtual teaching and learning systems, and as such provides an overview of current research regarding modern learning environments. In particular, it takes a close look at motivational effects in the context of web-based learning structures, human-object interactions, gamification and immersion. The article discusses both technical, user-relevant and pedagogical aspects as well as suggestions for further research in the context of Ausbildung 4.0.Keywords: Industry 4.0, Vocational Training 4.0, Mixed Reality System, virtual learning AcknowledgementThe author would like to thank the ChinaScholarshipCouncil(CSC) for the financial support (No. 201406030091)
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