28,388 research outputs found

    Mobile learning: benefits of augmented reality in geometry teaching

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    As a consequence of the technological advances and the widespread use of mobile devices to access information and communication in the last decades, mobile learning has become a spontaneous learning model, providing a more flexible and collaborative technology-based learning. Thus, mobile technologies can create new opportunities for enhancing the pupils’ learning experiences. This paper presents the development of a game to assist teaching and learning, aiming to help students acquire knowledge in the field of geometry. The game was intended to develop the following competences in primary school learners (8-10 years): a better visualization of geometric objects on a plane and in space; understanding of the properties of geometric solids; and familiarization with the vocabulary of geometry. Findings show that by using the game, students have improved around 35% the hits of correct responses to the classification and differentiation between edge, vertex and face in 3D solids.This research was supported by the Arts and Humanities Research Council Design Star CDT (AH/L503770/1), the Portuguese Foundation for Science and Technology (FCT) projects LARSyS (UID/EEA/50009/2013) and CIAC-Research Centre for Arts and Communication.info:eu-repo/semantics/publishedVersio

    Visualyzart Project – The role in education

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    The VisualYzARt project intends to develop research on mobile platforms, web and social scenarios in order to bring augmented reality and natural interaction for the general public, aiming to study and validate the adequacy of YVision platform in various fields of activity such as digital arts, design, education, culture and leisure. The VisualYzARt project members analysed the components available in YVision platform and are defining new ones that allow the creation of applications to a chosen activity, effectively adding a new language to the domain YVision. In this paper we will present the role of the InstitutoPolitécnico de Santarém which falls into the field of education.VisualYzART is funded by QREN – Sistema de Incentivos à Investigação e Desenvolvimento Tecnológico (SI I&DT), Project n. º 23201 - VisualYzARt (from January 2013 to December 2014). Partners: YDreams Portugal; Instituto Politécnico de Santarém - Gabinete de e-Learning; Universidade de Coimbra - Centro de Informática e Sistemas; Instituto Politécnico de Leiria - Centro de Investigação em Informática e Comunicações; Universidade Católica do Porto - Centro de Investigação em Ciência e Tecnologia das Artes.info:eu-repo/semantics/publishedVersio

    Ambient Intelligence for Next-Generation AR

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    Next-generation augmented reality (AR) promises a high degree of context-awareness - a detailed knowledge of the environmental, user, social and system conditions in which an AR experience takes place. This will facilitate both the closer integration of the real and virtual worlds, and the provision of context-specific content or adaptations. However, environmental awareness in particular is challenging to achieve using AR devices alone; not only are these mobile devices' view of an environment spatially and temporally limited, but the data obtained by onboard sensors is frequently inaccurate and incomplete. This, combined with the fact that many aspects of core AR functionality and user experiences are impacted by properties of the real environment, motivates the use of ambient IoT devices, wireless sensors and actuators placed in the surrounding environment, for the measurement and optimization of environment properties. In this book chapter we categorize and examine the wide variety of ways in which these IoT sensors and actuators can support or enhance AR experiences, including quantitative insights and proof-of-concept systems that will inform the development of future solutions. We outline the challenges and opportunities associated with several important research directions which must be addressed to realize the full potential of next-generation AR.Comment: This is a preprint of a book chapter which will appear in the Springer Handbook of the Metavers

    Information and communication technology solutions for outdoor navigation in dementia

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    INTRODUCTION: Information and communication technology (ICT) is potentially mature enough to empower outdoor and social activities in dementia. However, actual ICT-based devices have limited functionality and impact, mainly limited to safety. What is an ideal operational framework to enhance this field to support outdoor and social activities? METHODS: Review of literature and cross-disciplinary expert discussion. RESULTS: A situation-aware ICT requires a flexible fine-tuning by stakeholders of system usability and complexity of function, and of user safety and autonomy. It should operate by artificial intelligence/machine learning and should reflect harmonized stakeholder values, social context, and user residual cognitive functions. ICT services should be proposed at the prodromal stage of dementia and should be carefully validated within the life space of users in terms of quality of life, social activities, and costs. DISCUSSION: The operational framework has the potential to produce ICT and services with high clinical impact but requires substantial investment

    Urban Emotions and Realtime Planning Methods

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    The Urban Emotions approach combines methods and technologies from Volunteered Geographic Information (VGI), Social Media, sensors and bio-statistical sensors to detect people’s perception for a new perspective about urban environment. In short, it is a methodology for gaining and extracting contextual information of emotion by using technologies from real-time human sensing systems and crowdsourcing methods. “Real-time planning” describes a system in which planning disciplines get a toolset for a fast and simple creation of visualization or simulation from municipal geodata in a consistent workflow. This includes applications from Virtual Reality, Augmented Reality as well as the above mentioned combination of real-time humane sensors and urban sensing systems. Due to the fact, that a real existing city never corresponds with a laboratory situation, Virtual Reality can be one of the solutions to fill the gap for detecting people’s perceptions concerning design, while filtering other unintended side effects. Insights and results from Urban Emotions project, granted by German Research Foundation and Austrian Science Fond, will be presented in this contribution. It is based on a German contribution, published earlier this year (Zeile 2017)

    Mobile Augmented Reality: User Interfaces, Frameworks, and Intelligence

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    Mobile Augmented Reality (MAR) integrates computer-generated virtual objects with physical environments for mobile devices. MAR systems enable users to interact with MAR devices, such as smartphones and head-worn wearables, and perform seamless transitions from the physical world to a mixed world with digital entities. These MAR systems support user experiences using MAR devices to provide universal access to digital content. Over the past 20 years, several MAR systems have been developed, however, the studies and design of MAR frameworks have not yet been systematically reviewed from the perspective of user-centric design. This article presents the first effort of surveying existing MAR frameworks (count: 37) and further discuss the latest studies on MAR through a top-down approach: (1) MAR applications; (2) MAR visualisation techniques adaptive to user mobility and contexts; (3) systematic evaluation of MAR frameworks, including supported platforms and corresponding features such as tracking, feature extraction, and sensing capabilities; and (4) underlying machine learning approaches supporting intelligent operations within MAR systems. Finally, we summarise the development of emerging research fields and the current state-of-the-art, and discuss the important open challenges and possible theoretical and technical directions. This survey aims to benefit both researchers and MAR system developers alike.Peer reviewe

    Educating Urban Designers using Augmented Reality and Mobile Learning Technologies / Formación de Urbanistas usando Realidad Aumentada y Tecnologías de Aprendizaje Móvil

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    El presente artículo describe una experiencia educativa usando Realidad Aumentada (RA) en dispositivos móviles para el aprendizaje de conceptos de diseño urbano en estudiantes del Grado de Arquitectura. A tal efecto, se ha diseñado un ejercicio práctico sobre la casuística de un proyecto real, donde los estudiantes deben diseñar una escultura para una plaza pública en función de los parámetros del entorno, debiendo controlar sus parámetros, la forma, escala, localización, materiales, etc. El ejercicio se visualiza y controla mediante plataformas móviles de RA, lo que permite enfatizar un aprendizaje colaborativo mediante el estudio de las propuestas del resto de estudiantes in situ. Para la evaluación del proceso, tanto a nivel de usabilidad como de mejora del proceso educativo, hemos dividido a los estudiantes en dos grupos: uno primero de control, que cursó un sistema tradicional de la asignatura en base a ejercicios de laboratorio, y un grupo experimental, que utilizó el sistema descrito en la ubicación real del proyecto. Al final del curso, y en base a los resultados obtenidos y discutidos en el presente artículo, el grupo experimental obtuvo mejores notas finales, al mismo tiempo que se constata un incremento en el grado de satisfacción y motivación de los estudiantes que han utilizado la propuesta experimental. Este aspecto nos permite reafirmar la utilidad del método en la mejora educativa en el ámbito donde se circunscribe la experiencia.Postprint (author's final draft
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