1,772 research outputs found

    Mobile augmented reality with audio. Supporting fieldwork of Cultural Sciences students in Florence

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    Ternier, S., De Vries, F., Börner, D., & Specht, M. (2012, 1 October). Mobile augmented reality with audio. Supporting fieldwork of Cultural Sciences students in Florence. Presentation at the InSuEdu 2012 workshop at the SEFM 2012, the 10th International Conference on Software Engineering and Formal Methods, Thessaloniki, Greece.In this presentation the use of augmented reality with a smartphone for fieldwork of Cultural Sciences students is discussed based on two pilots in Florence. A tool named ARLearn developed to support different learning in different contexts using the multimedia capabilities and location based service on smartphones. In the pilots assignments were given in spoken messages and students collected notes by recording their own voice and taking pictures of artifacts in Florence. The use of the tool for fieldwork helped students with systematical collection of data for their essay. The educational design and ARLearn toolkit is developed further to enable individual fieldwork students and other educational scenarios

    Mobile Devices and Apps as Accelerators for OER

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    At first sight, open educational resources (OER) and mobile devices would not seem to have much to do with one another. Mobile devices are rapidly replacing normal computers where creating and studying educational resources are concerned. That offers opportunities, but there are also downsides. These are explored in the present article

    Design of a game-based pre-hospital resuscitation training for first responders

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    Kalz, M., Schmitz, B., Biermann, H., Klemke, R., Ternier, S., & Specht, M. (2013). Design of a game-based pre-hospital resuscitation training for first responders. In A. Holzinger, M. Ziefle, & V. Glavinić (Eds.), SouthCHI 2013, LNCS 7946 (pp. 363-372). Germany: Springer, Heidelberg.This paper reports about the design of a game-based training intervention for pre-hospital resuscitation training. Our underlying assumption is, that survival chances in cardiac arrest situations could be significantly improved, if bystanders would be better educated and prepared to help. Based on a discussion of problems of current training concepts and related educational the-ories a game-based learning intervention is proposed. The focus of the interven-tion is the improvement of procedural knowledge and self-efficacy of partici-pants. The game is designed on the basis of the ARLearn platform. The game context and game-design is discussed. Last but not least we discuss short-term and long-term evaluation scenarios.This publication was partly financed by the European Regional Development Fund (ERDF), regions of the Euregio Meuse-Rhine and the participating institutions under the INTERREG IVa program (EMR.INT4-1.2.-2011-04/070, http://www.emurgency.eu)

    Multi-stakeholder decision training games with ARLearn

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    Klemke, R., Ternier, S., Kalz, M., Schmitz, B., & Specht, M. (2013, 26-27 September). Multi-stakeholder decision training games with ARLearn. In D. Milosevic (Ed.), Proceedings of the fourth international conference on eLearning (eLearning 2013) (pp. 1-9). Belgrade Metropolitan University, Belgrade, Serbia. http://econference.metropolitan.ac.rs/Serious gaming approaches so far focus mainly on skill development, motivational aspects or providing immersive learning situations. Little work has been reported to foster awareness and decision competencies in complex decision situations involving incomplete information and multiple stakeholders. We address this issue exploring the technical requirements and possibilities to design games for such situations in three case studies: a hostage taking situation, a multi-stakeholder logistics case, and a health-care related emergency case. To implement the games, we use a multi-user enabled mobile game development platform (ARLearn). We describe the underlying real world situations and educational challenges and analyse how these are reflected in the ARLearn games realized.SALOMO, EMURGENCY, UNHC

    Immersive multi-user decision training games with ARLearn

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    Serious gaming approaches so far focus mainly on skill development, motivational aspects or providing immersive learning situations. Little work has been reported to foster awareness and decision competencies in complex deci-sion situations involving incomplete information and multiple stakeholders. We address this issue exploring the technical requirements and possibilities to de-sign games for such situations in three case studies: a hostage taking situation, a multi-stakeholder logistics case, and a health-care related emergency case. To implement the games, we use a multi-user enabled mobile game development platform (ARLearn). We describe the underlying real world situations and edu-cational challenges and analyse how these are reflected in the ARLearn games realized. Based on these cases we propose a way to increase the immersiveness of mobile learning games.SALOM

    Hidden Cities

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    This groundbreaking collection explores the convergence of the spatial and digital turns through a suite of smartphone apps (Hidden Cities) that present research-led itineraries in early modern cities as public history. The Hidden Cities apps have expanded from an initial case example of Renaissance Florence to a further five historic European cities. This collection considers how the medium structures new methodologies for site-based historical research, while also providing a platform for public history experiences that go beyond typical heritage priorities. It also presents guidelines for user experience design that reconciles the interests of researchers and end users. A central section of the volume presents the underpinning original scholarship that shapes the locative app trails, illustrating how historical research can be translated into public-facing work. The final section examines how history, delivered in the format of geolocated apps, offers new opportunities for collaboration and innovation: from the creation of museums without walls, connecting objects in collections to their original settings, to informing decision-making in city tourism management. Hidden Cities is a valuable resource for upper-level undergraduates, postgraduates, and scholars across a variety of disciplines including urban history, public history, museum studies, art and architecture, and digital humanities

    Navigating places of knowledge:The Modern Devotion and religious experience in late medieval Deventer

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    This contribution will develop the two main themes of the Hidden Deventer walk: the visible presence of the Modern Devotion in the cityscape and the transmission of knowledge tied to physical spaces or lieux de savoir. Despite their professed ideals of “inwardness” and rejection of the world, the Brothers and Sisters of the Common Life remained present in the city centre. By calling attention to the interactions between communities of the Modern Devotion and the city they were a part of, this contribution will emphasize the “public history” of the religious movement and their continued involvement in urban life. In particular, the houses of Sisters and Brothers of the Common Life constituted “places of knowledge” in which knowledge was transmitted and shaped between religious professionals and urban lay people. Relations between family members remained important and aided the transmission of knowledge, as is clearly visible from the prayerbook and testaments of Katharina Kerstkens, the historical guide in the Hidden Deventer app. In addressing the interconnectedness of lieux de savoir, this contribution thus allows new considerations on the transmission of knowledge within late medieval Deventer
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