4,571 research outputs found

    Toward future 'mixed reality' learning spaces for STEAM education

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    Digital technology is becoming more integrated and part of modern society. As this begins to happen, technologies including augmented reality, virtual reality, 3d printing and user supplied mobile devices (collectively referred to as mixed reality) are often being touted as likely to become more a part of the classroom and learning environment. In the discipline areas of STEAM education, experts are expected to be at the forefront of technology and how it might fit into their classroom. This is especially important because increasingly, educators are finding themselves surrounded by new learners that expect to be engaged with participatory, interactive, sensory-rich, experimental activities with greater opportunities for student input and creativity. This paper will explore learner and academic perspectives on mixed reality case studies in 3d spatial design (multimedia and architecture), paramedic science and information technology, through the use of existing data as well as additional one-on-one interviews around the use of mixed reality in the classroom. Results show that mixed reality can provide engagement, critical thinking and problem solving benefits for students in line with this new generation of learners, but also demonstrates that more work needs to be done to refine mixed reality solutions for the classroom

    Assessing mobile mixed reality affordances as a comparative visualization pedagogy for design communication

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    Spatial visualisation skills and interpretation are critical in the design professions but are difficult for novice designers. There is growing evidence that mixed reality visualisation improves learner outcomes, but often these studies are focused on a single media representation and not on a comparison between media and the underpinning learning outcomes. Results from recent studies highlight the use of comparative visualisation pedagogy in design through learner reflective blogs and pilot studies with experts, but these studies are limited by expense and designs familiar to the learner. With increasing interest in mobile pedagogy, more assessment is required in understanding learner interpretation of comparative mobile mixed reality pedagogy. The aim of this study is to do this by evaluating insights from a first-year architectural design classroom through studying the impact and use of a range of mobile comparative visualisation technologies. Using a design-based research methodology and a usability framework for accessing comparative visualisation, this paper will study the complexities of spatial design in the built environment. Outcomes from the study highlight the positives of the approach but also the improvements required in the delivery of the visualisations to improve on the visibility and visual errors caused by the lack of mobile processing

    A Platform for the Analysis of Qualitative and Quantitative Data about the Built Environment and its Users

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    There are many scenarios in which it is necessary to collect data from multiple sources in order to evaluate a system, including the collection of both quantitative data - from sensors and smart devices - and qualitative data - such as observations and interview results. However, there are currently very few systems that enable both of these data types to be combined in such a way that they can be analysed side-by-side. This paper describes an end-to-end system for the collection, analysis, storage and visualisation of qualitative and quantitative data, developed using the e-Science Central cloud analytics platform. We describe the experience of developing the system, based on a case study that involved collecting data about the built environment and its users. In this case study, data is collected from older adults living in residential care. Sensors were placed throughout the care home and smart devices were issued to the residents. This sensor data is uploaded to the analytics platform and the processed results are stored in a data warehouse, where it is integrated with qualitative data collected by healthcare and architecture researchers. Visualisations are also presented which were intended to allow the data to be explored and for potential correlations between the quantitative and qualitative data to be investigated

    The live social semantics application: A platform for integrating face-to-face presence with on-line social networking

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    We describe a novel application that integrates real-world data on the face-to-face proximity of individuals with their identities and contacts in on-line social networks. This application was successfully deployed at two conference gatherings, ESWC09 and HT2009, and actively used by hundreds of people. Personal profiles of the participants were automatically generated using several Web 2.0 systems and semantic data sources, and integrated in real-time with face-to-face proximity relations detected using RFID-enabled badges. The integration of these heterogeneous data sources enables various services that enhance the experience of conference attendees, allowing them to explore their social neighbourhood and to connect with other participants. This paper describes the architecture of the application, the services we provided, and the results we achieved in these deployments

    (Re)presenting heritage: laser scanning and 3D visualisations for cultural resilience and community engagement.

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    Cultural heritage is increasingly being viewed as an economic asset for geographic areas who aim to capitalise in the surge in interest in local history and heritage tourism from members of the public. Digital technologies have developed that facilitate new forms of engagement with heritage and allow local areas to showcase their history, potentially broadening interest to a wider audience, thus acting as a driver for cultural and economic resilience. The research presented in this paper explores this through interdisciplinary research utilising laser scanning and visualisation in combination with social research in Elgin. 3D data capture technologies were used to develop and test 3D data visualisations and protocols through which the urban built heritage can be digitally recorded. The main focus of this paper surrounds the application and perceptions of these technologies. Findings suggest that the primary driver for cultural heritage developments was economic (with an emphasis on tourism) but further benefits and key factors of community engagement, social learning and cultural resilience were also reported. Stakeholder engagement and partnership working, in particular, were identified as critical factors of success. The findings from the community engagement events demonstrate that laser scanning and visualisation provide a novel and engaging mechanism for co-producing heritage assets. There is a high level of public interest in such technologies and users who engaged with these models reported that they gained new perspectives (including spatial and temporal perspectives) on the built heritage of the area

    Global Innovations in Measurement and Evaluation

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    We researched the latest developments in theory and practice in measurement and evaluation. And we found that new thinking, techniques, and technology are influencing and improving practice. This report highlights 8 developments that we think have the greatest potential to improve evaluation and programme design, and the careful collection and use of data. In it, we seek to inform and inspire—to celebrate what is possible, and encourage wider application of these ideas

    Emerging technologies for learning report (volume 3)

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    Live Social Semantics

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    Social interactions are one of the key factors to the success of conferences and similar community gatherings. This paper describes a novel application that integrates data from the semantic web, online social networks, and a real-world contact sensing platform. This application was successfully deployed at ESWC09, and actively used by 139 people. Personal profiles of the participants were automatically generated using several Web~2.0 systems and semantic academic data sources, and integrated in real-time with face-to-face contact networks derived from wearable sensors. Integration of all these heterogeneous data layers made it possible to offer various services to conference attendees to enhance their social experience such as visualisation of contact data, and a site to explore and connect with other participants. This paper describes the architecture of the application, the services we provided, and the results we achieved in this deployment
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