6 research outputs found

    Realidad virtual para la mejora de los procesos formativos de los trabajadores para la prevención de riesgos ergonómicos.

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    [ES] Junto con los desórdenes mentales, los trastornos músculo-esqueléticos con origen en el trabajo constituyen la principal de causa de enfermedad laboral y absentismo en la actualidad. Existen dos vías de actuación básicas para su disminución: la reingeniería del sistema productivo y la formación del trabajador. Existe un elevado consenso científico en que el empleo de TICs en los procesos de enseñanza-aprendizaje mejora sustancialmente sus resultados. Así pues, la introducción de nuevas tecnologías de la información y las comunicaciones y el desarrollo de contenidos inmersivos e interactivos pueden mejorar sustancialmente los resultados y la transferencia en la formación de los trabajadores. En este trabajo se han comparado diferentes medios didácticos para la formación de trabajadores con varios niveles de inmersividad e interactividad. Los resultados muestran que la introducción en los procesos formativos de nuevas tecnologías de la información y las comunicaciones, así como contenidos en formatos de alta inmersión e interactividad, mejoran los procesos de enseñanza-aprendizaje, aumentando el interés del trabajador formado, su grado de aprehensión de conocimientos, y la transferencia de estos a la situación real de trabajo.[EN] Mental disorders and work related musculoskeletal disorders are the main causes of occupational disease and absenteeism. There are two basic ways for its reduction: the reengineering of the productive system and the training of the workers. Previous works showed that the use of new technologies in the teaching-learning processes substantially improves their results. Therefore, using new communication technologies and developing immersive and interactive contents can substantially improve the results. In this work we have compared different didactic media for the training of workers with several levels of immersiveness and interactivity. The results show that using new information and communication technologies in the formative processes of the workers, as well as developing contents with high immersion and interactivity, improve the teaching-learning processes, increasing the interest of the trained worker, their degree of apprehension of knowledge, and the transfer of these knowledge to the real work situation.This work was supported by the Programa estatal de investigación, desarrollo e innovación orientada a los retos de la sociedad of the government of Spain under Grant DPI2016-79042-R.Diego-Mas, JA.; Poveda Bautista, R. (2019). Virtual reality to improve workers' skills for the prevention of ergonomics risks. AEIPRO. 1606-1616. http://hdl.handle.net/10251/181237S1606161

    Trends in virtual reality research in education in Turkey: A content analysis

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    Bu araştırmada eğitim alanında sanal gerçeklik teknolojileriyle ilgili Türkiye'de yapılan çalışmaların genel eğilimlerini ortaya koymak amaçlanmıştır. Bu amaç doğrultusunda, Web of Science, ERIC, Scopus, DergiPark, TR Dizin, YÖK Tez ve Google Scholar veri tabanlarında tarama yapılmıştır. Belirlenen dâhil etme ve hariç tutma kriterleri göz önünde bulundurularak 3000 aday çalışmanın başlık ve özetleri incelenmiştir. Bu inceleme sonucunda kriterlere uygunluğu tespit edilen 16 yüksek lisans tezi, 5 doktora tezi, 3 bildiri ve 45 makale olmak üzere 2008-2020 yılları arasında yayınlanan toplam 69 çalışma araştırma kapsamında değerlendirilmiştir. Veri toplama amacıyla Göktaş ve arkadaşları (2012) tarafından geliştirilen yayın inceleme formu kullanılmıştır. Bu form araştırmacılar tarafından çalışmanın amacına uygun olarak düzenlenmiştir. İncelenen çalışmalardan içerik analizi yöntemiyle elde edilen bulgular araştırma soruları doğrultusunda uygun çizelge ve tablolar kullanılarak sunulmuştur. Araştırmanın sonuçlarına göre sanal gerçeklik teknolojisinin eğitim amaçlı kullanımına yönelik çalışmaların son yıllarda ivme kazandığı görülmüştür. Çalışmalardaki sanal gerçeklik ortamlarının birçoğunda hazır içeriklerin kullanıldığı, geliştirilen uygulamalarda ise en çok Unity oyun motorunun tercih edildiği belirlenmiştir. Bununla birlikte çalışmalarda nicel araştırma yöntemlerinin, örneklem seçiminde amaca uygun örneklem yönteminin, veri toplama için görüşme formu ve anketlerin, elde edilen verilerin analizinde ise kestirimsel istatistik tekniklerinin daha fazla tercih edildiği ortaya çıkmıştır

    Wearable sensors for learning enhancement in higher education

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    Wearable sensors have traditionally been used to measure and monitor vital human signs for well-being and healthcare applications. However, there is a growing interest in using and deploying these technologies to facilitate teaching and learning, particularly in a higher education environment. The aim of this paper is therefore to systematically review the range of wearable devices that have been used for enhancing the teaching and delivery of engineering curricula in higher education. Moreover, we compare the advantages and disadvantages of these devices according to the location in which they are worn on the human body. According to our survey, wearable devices for enhanced learning have mainly been worn on the head (e.g., eyeglasses), wrist (e.g., watches) and chest (e.g., electrocardiogram patch). In fact, among those locations, head-worn devices enable better student engagement with the learning materials, improved student attention as well as higher spatial and visual awareness. We identify the research questions and discuss the research inclusion and exclusion criteria to present the challenges faced by researchers in implementing learning technologies for enhanced engineering education. Furthermore, we provide recommendations on using wearable devices to improve the teaching and learning of engineering courses in higher education

    The use of extended reality (XR), wearable, and haptic technologies for learning across engineering disciplines

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    According to the literature, the majority of engineering degrees are still taught using traditional 19th-century teaching and learning methods. Technology has recently been introduced to help improve the way these degrees are taught. Therefore, this chapter discusses the state-of-the-art and applications of extended reality (XR) technologies, including virtual and augmented realities (VR and AR), as well as wearable and haptic devices, in engineering education. These technologies have demonstrated great potential for application in engineering education and practice. Empirical research supports that pedagogical modalities provide additional channels for information presentation and delivery, facilitating the sensemaking process in learning and teaching. The integration of VR, AR, wearable, and haptic devices into the learning environments can enhance user engagement and create immersive user experiences. This chapter explores their potential for increasing learning-based applicability in teaching and learning engineering

    Trends and features of virtual reality: a literature review between 2017 and 2018

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    Virtual Reality has greatly evolved since the 1960´s to the present. It has been implemented in multiple research and knowledge areas, the most recognized being the entertainment industry. In order to establish the state of Virtual Reality and get an idea of its prospects, 537 scientific documents have been reviewed, applying search criteria, more specifically, Virtual Reality applied to education. A bibliometric analysis was realized based on summarizing each document, as well as its keywords and trends, then proceeding to categorize each one, according to the field of application. It was found that Virtual Reality is having relevance in medicine and training area, due to the ability to simulate difficult situations and above all, specific conditions raised by instructors. The future of Virtual Reality as a tool to train professionals in multiples areas is promising.La realidad virtual ha tenido una gran evolución desde la década de 1960 hasta el día de hoy. Se ha implementado en múltiples áreas, tanto de la investigación como del conocimiento, siendo más reconocida en la industria del entretenimiento. Con el propósito de establecer el estado de la realidad virtual y obtener una idea de su futuro, 537 documentos científicos han sido revisados aplicando criterios de búsqueda específicos, como realidad virtual aplicada a la educación. Un análisis bibliométrico fue realizado, teniendo como base un resumen y descripción de cada artículo, así como sus palabras claves y tendencias, procediendo a categorizar cada documento de acuerdo con su campo de aplicación. Se encontró que la realidad virtual tiene una gran relevancia en la medicina, industria militar y en el entrenamiento de personas, debido a su capacidad de simular situaciones difíciles y, sobre todo, condiciones específicas requeridas por instructores. El futuro de la realidad virtual como herramienta de entrenamiento para los profesionales de múltiples áreas es promisori

    Tendencias y características de la realidad virtual: Una revisión de la literatura

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    Virtual Reality has greatly evolved between 1940s and 1990s. Since then, it has been implemented in multiple research and knowledge areas, the most recognized being the entertainment industry. In order to establish the state of Virtual Reality and get an idea of its prospects, 537 scientific documents have been reviewed, applying search criteria, more specifically, Virtual Reality applied to education. A bibliometric analysis was realized based on summarizing each document, as well as its keywords and trends, then proceeding to categorize each one, according to the field of application. It was found that Virtual Reality is having relevance in medicine and training area, due to the ability to simulate difficult situations and above all, specific conditions raised by instructors. The future of Virtual Reality as a tool to train professionals in multiples areas is promising.La realidad virtual ha tenido una gran avance entre la década 1940 y 1990. Desde entonces, se ha implementado en múltiples áreas, tanto de la investigación como del conocimiento, siendo más reconocida en la industria del entretenimiento. Con el propósito de establecer el estado de la realidad virtual y obtener una idea de su futuro, 537 documentos científicos han sido revisados aplicando criterios de búsqueda específicos, como realidad virtual aplicada a la educación. Un análisis bibliométrico fue realizado, teniendo como base un resumen y descripción de cada artículo, así como sus palabras claves y tendencias, procediendo a categorizar cada documento de acuerdo con su campo de aplicación. Se encontró que la realidad virtual tiene una gran relevancia en la medicina y en el entrenamiento de personas, debido a su capacidad de simular situaciones difíciles y, sobre todo, condiciones específicas requeridas por instructores. El futuro de la realidad virtual como herramienta de entrenamiento para los profesionales de múltiples áreas es promisori
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