40 research outputs found

    The potential of extended reality in Rural Education’s future – perspectives from rural educators

    Get PDF
    Technology-enhanced education can potentially enhance teaching and learning outcomes for rural educators since they face limited educational resources and low job satisfaction. Recently, there has been a surge in extended reality (XR) as an immersive learning technology to improve teaching and learning in rural areas, but without focusing on rural educators’ perspectives. This study aims to bridge this gap by investigating rural educators’ interactions with XR educational applications and exhibiting their insights on using XR education to improve education quality in rural areas. After educators’ hands-on experiences in a pre-designed XR education workshop, qualitative data was collected from their discussions in focus groups. As a result, educators believed that XR could transform traditional educational practices and create opportunities for new patterns of rural education (e.g., public engagement with rurality and rural vocational education). Limitations include a lack of school infrastructure to apply XR and an absence of well-structured curriculum design to use XR in the classroom setting. We suggest that future studies explore the integration of effective XR practices into primary and elementary education in those areas with limited educational resources

    The Metaverse and complex thinking: opportunities, experiences, and future lines of research

    Get PDF
    Research trends about the Metaverse have increased in recent years due to its potential to create immersive realities, where complex thinking becomes relevant as an ability to promote emerging ways to understand and explain the different realities that comprise a digital society. Although some investigations allow us to know both topics’ concepts and applications, scientific literature production about them is scarce. In this work, we conducted a systematic review of the literature (SLR), analyzing 234 publications from various databases, including Scopus and Web of Science, to understand how studies about the Metaverse overlap with the components of complex thought. The results showed that there has been extensive exploration of the Metaverse since 2022. The prevalence of the Metaverse aligns with the design of algorithms and retail sales, and it primarily correlates with virtual reality technology. Likewise, various reference frameworks and taxonomies have been designed to explain the operation of the Metaverse in different formative spaces. We concluded that examining the Metaverse from the perspective of critical, systemic, scientific, and innovative thinking can open lines of research that affect the knowledge of immersive technologies and the evolution of disruptive digital ecosystems

    Electronic Imaging & the Visual Arts. EVA 2015 Florence

    Get PDF
    Information Technologies of interest for Culture Heritage are presented: multimedia systems, data-bases, data protection, access to digital content, Virtual Galleries. Particular reference is reserved to digital images (Electronic Imaging & the Visual Arts), regarding Cultural Institutions (Museums, Libraries, Palace – Monuments, Archaeological Sites). The International Conference includes the following Sessions: Strategic Issues; New Technologies & Applications; New 2D-3D Technical Developments & Applications; Virtual Galleries – Museums and Related Initiatives; Access to the Culture Information. Two Workshops regard: International Cooperation; Innovation and Enterprise

    International Conference Management, Business and Economics

    Get PDF
    UBT Annual International Conference is the 9th international interdisciplinary peer reviewed conference which publishes works of the scientists as well as practitioners in the area where UBT is active in Education, Research and Development. The UBT aims to implement an integrated strategy to establish itself as an internationally competitive, research-intensive university, committed to the transfer of knowledge and the provision of a world-class education to the most talented students from all background. The main perspective of the conference is to connect the scientists and practitioners from different disciplines in the same place and make them be aware of the recent advancements in different research fields, and provide them with a unique forum to share their experiences. It is also the place to support the new academic staff for doing research and publish their work in international standard level. This conference consists of sub conferences in different fields like: Art and Digital Media Agriculture, Food Science and Technology Architecture and Spatial Planning Civil Engineering, Infrastructure and Environment Computer Science and Communication Engineering Dental Sciences Education and Development Energy Efficiency Engineering Integrated Design Information Systems and Security Journalism, Media and Communication Law Language and Culture Management, Business and Economics Modern Music, Digital Production and Management Medicine and Nursing Mechatronics, System Engineering and Robotics Pharmaceutical and Natural Sciences Political Science Psychology Sport, Health and Society Security Studies This conference is the major scientific event of the UBT. It is organizing annually and always in cooperation with the partner universities from the region and Europe. We have to thank all Authors, partners, sponsors and also the conference organizing team making this event a real international scientific event

    Virtual und Augmented Reality : Status quo, Herausforderungen und zukĂĽnftige Entwicklungen. TA-Vorstudie

    Get PDF
    Als Virtual Reality (VR) wird eine computergenerierte Simulation realer oder fiktiver Umwelten bezeichnet. Nutzer tauchen mithilfe von Mensch-Maschine-Schnittstellen (z. B. eine VR-Brille) in virtuelle Umgebungen ein und können mit diesen interagieren. Bei der Augmented Reality (AR) handelt es sich um eine computergestützte Erweiterung der wahrnehmbaren Realität. Hier werden Informationen wie Texte, Bilder oder virtuelle Objekte in das Sichtfeld der Nutzer eingeblendet, wie beispielsweise Arbeitshinweise in die Brille eines Montagemitarbeiters oder eines Head-up-Displays im Cockpit. Anwendungen von VR und AR haben in den letzten Jahren in vielen privaten wie beruflichen Anwendungszusammenhängen stark an Bedeutung gewonnen. Es ist davon auszugehen, dass diese Technologien die Digitalisierung des Alltags weiter vorantreiben werden, indem sie die Integration von sozialer Interaktion, Mediennutzung, Konsum und Unterhaltung im digitalen Raum befördern. Der TAB-Arbeitsbericht nimmt die allgemeinen Herausforderungen, die aus der Verschränkung realer und virtueller Umwelten resultieren, genauso in den Blick wie die anwendungsspezifischen Technologiepotenziale und -folgen. Neben den sich abzeichnenden technologischen Entwicklungen werden ausführlich die vielfältigen VAR-Anwendungsfelder und -beispiele vorgestellt, Herausforderungen der zukünftigen Entwicklungen und daran geknüpfte Folgen für Wirtschaft und Gesellschaft benannt sowie resultierende Gestaltungs- und Regulationsbedarfe abgeleitet. Inhalt Zusammenfassung 9 1 Einleitung 17 2 Definition, technische Entwicklung, wirtschaftliche Bedeutung 19 2.1 Ursprung und aktuelle Bedeutung 19 2.2 Definitionen und Abgrenzungen: Virtual, Augmented und Mixed Reality 20 2.3 Technologische Grundlagen 21 2.3.1 Eingabe 22 2.3.2 Verarbeitung 23 2.3.3 Verbreitung 24 2.3.4 Aus- bzw. Wiedergabe 24 2.4 Wirtschaftliche Bedeutung und Entwicklungen 29 2.4.1 Marktentwicklung und -potenziale 30 2.4.2 Unternehmen und Wettbewerb 32 3 Anwendungsfelder 35 3.1 Medien und Unterhaltung 36 3.1.1 (Computer-)Spiele 36 3.1.2 Soziale virtuelle Realität 37 3.1.3 Film und Fernsehen 38 3.1.4 Pornografie 39 3.1.5 Location-based Entertainment 39 3.1.6 Edutainment 39 3.1.7 Immersiver Journalismus 41 3.1.8 Übertragung von (Live-)Veranstaltungen 42 3.1.9 Resümee 42 3.2 Arbeit und Produktion 43 3.2.1 Assistenzsysteme für Produktion, Wartung und Logistik 43 3.2.2 Design, Prototyping und Produktentwicklung 44 3.2.3 Virtuelle Geschäftstreffen und Konferenzen 45 3.2.4 Visualisierung komplexer Daten 45 3.2.5 Assistenzsysteme im Bereich Mobilität und Verkehr 46 3.2.6 Visualisierung von Bauprojekten 46 3.2.7 Simulation und Training 47 3.2.8 Resümee 47 3.3 Handel und Konsum 48 3.3.1 Werbung und Marketing 48 3.3.2 Produktpräsentation und –vertrieb 49 3.3.3 Virtuelle Geschäfte und Kaufhäuser 50 3.3.4 Resümee 50 3.4 Medizin und Pflege 51 3.4.1 Therapie psychischer Erkrankungen 52 3.4.2 Schmerzkontrolle 52 3.4.3 Unterstützung bei Rehabilitation und Demenzbehandlung 53 3.4.4 Assistenz bei Diagnosestellung und Operationen 54 3.4.5 Resümee 55 3.5 Schutz und Sicherheit 56 3.5.1 Militärisches Einsatztraining, Kriegsführung und Behandlung von Nachkriegseffekten 56 3.5.2 Vorbereitung auf Rettungseinsätze und Katastrophenschutz 57 3.5.3 Resümee 58 3.6 Schule und Hochschule 58 4 Thesen 61 4.1 Technologie 61 4.1.1 Voraussetzungen für künftige Entwicklungen 61 4.1.2 Zukünftige Entwicklungspfade 63 4.1.3 Merkmale zukünftiger VR- und AR-Technologien 66 4.1.4 Interdependenzen mit anderen technologischen Entwicklungen 68 4.2 Gesellschaft 68 4.2.1 Einfluss auf das alltägliche Leben 68 4.2.2 Erweiterung sozialer Interaktion 70 4.2.3 Zugang zu und Kontrolle von Inhalten 72 4.2.4 Stärkung von Empathie und Partizipation 73 4.2.5 Gefahren manipulierter und manipulativer Inhalte 74 4.3 Wirtschaft 76 4.3.1 Marktentwicklung und -durchdringung 76 4.3.2 Gründungsdynamik und Start-ups 79 4.3.3 Treibende Akteure, Wertschöpfung und Geschäftsmodelle 80 5 Chancen und Herausforderungen für Wissenschaft, Wirtschaft und Gesellschaft 85 5.1 Chancen 85 5.2 Risiken 88 5.3 Handlungsfelder 89 5.3.1 Gesetze und Regeln für den virtuellen Raum 90 5.3.2 Physische und psychische Folgen 92 5.3.3 Technologiemissbrauch durch Manipulation 94 5.3.4 Innovationslandschaft: Forschung, Entwicklung und Verwertung 95 6 Literatur 99 7 Anhang 109 7.1 Interviewpartner 109 7.2 Analyse wissenschaftlicher Aktivitäten im internationalen Vergleich 109 7.3 Abbildungen 114 7.4 Tabellen 115 7.5 Glossar 11

    Disruptive Play or Platform Colonialism? The Contradictory Dynamics of Google Expeditions and Educational Virtual Reality

    Full text link
    This paper provides an exploratory case study Google Expeditions(GE), a virtual reality (VR) toolkit designed for the classroom, and its roll-out in the UK through the “pioneer program”. Drawing from existing research on Google, platform studies, and interdisciplinary work on the digital landscape, this paper examines the conflicting tensions around the logic of Google for Education (GFE) and the tangled user experiences of GE within a higher education context. Findings are drawn from participant observation of a one day GE trial; participant observation of 396 people’s mostly first-time experience with GE; a post-trial survey with those predominantly first-time users (N = 100); and participant observation of invite-only GFE events organized by Apps Events on GFE’s behalf. In addition to providing a detailed insight into the roll-out of a rising educational Google product, findings suggest GE engages contradictory dynamics. On one hand, users experience exciting, disruptive play, and on the other, the pioneer program extends Google’s platform empire, colonizing educational space and those within it

    VR Storytelling

    Get PDF
    The question of cinematic VR production has been on the table for several years. This is due to the peculiarity of VR language which, even if it is de ned by an image that surrounds and immerses the viewer rather than placing them, as in the classic cinematic situation, in front of a screen, relies decisively on an audiovisual basis that cannot help but refer to cinematic practices of constructing visual and auditory experience. Despite this, it would be extremely reductive to consider VR as the mere transposition of elements of cinematic language. The VR medium is endowed with its own speci city, which inevitably impacts its forms of narration. We thus need to investigate the narrative forms it uses that are probably related to cinematic language, and draw their strength from the same basis, drink from the same well, but develop according to di erent trajectories, thus displaying di erent links and a nities

    Design revolutions: IASDR 2019 Conference Proceedings. Volume 2: Living, Making, Value

    Get PDF
    In September 2019 Manchester School of Art at Manchester Metropolitan University was honoured to host the bi-annual conference of the International Association of Societies of Design Research (IASDR) under the unifying theme of DESIGN REVOLUTIONS. This was the first time the conference had been held in the UK. Through key research themes across nine conference tracks – Change, Learning, Living, Making, People, Technology, Thinking, Value and Voices – the conference opened up compelling, meaningful and radical dialogue of the role of design in addressing societal and organisational challenges. This Volume 2 includes papers from Living, Making and Value tracks of the conference
    corecore