31,930 research outputs found
Laboratorio remoto eLab3D: un mundo virtual inmersivo para el aprendizaje de la electrónica
En este artÃculo se presenta un recurso educativo novedoso, basado en un laboratorio remoto, que permite a los estudiantes, a través de Internet, la realización de experimentos reales en el área de la electrónica. Se ha
creado un mundo virtual 3D donde los usuarios, a través de
sus avatares, pueden interaccionar con réplicas virtuales de instrumentos, placas de circuitos, componentes o cables y con compañeros y profesores, de forma similar a como lo
harÃan en un laboratorio presencial. Este recurso ofrece
múltiples posibilidades que pueden ser muy útiles en los
diferentes niveles educativos. Se han llevado a cabo algunas experiencias educativas de utilización de la plataforma con el fin de valorar sus posibilidades docentes y los resultados obtenidos han sido muy positivos.
ABSTRACT.
This paper presents an innovative educational resource, based on a remote laboratory, which allows users to conduct real experiments through Internet in the area of electronics. A 3D virtual world has been created in which
users, by means of their avatars, can interact with virtual
replicas of instruments, circuit boards, components or
cables and with peers and teachers, as they would in a
traditional laboratory. This resource offers multiple
possibilities that can be very useful in the different
education levels. Some educative experiences have been
carried out using the platform to evaluate its educational
possibilities and the obtained results have been very
positive
The LAB@FUTURE Project - Moving Towards the Future of E-Learning
This paper presents Lab@Future, an advanced e-learning platform that uses novel Information and Communication Technologies to support and expand laboratory teaching practices. For this purpose, Lab@Future uses real and computer-generated objects that are interfaced using mechatronic systems, augmented reality, mobile technologies and 3D multi user environments. The main aim is to develop and demonstrate technological support for practical experiments in the following focused subjects namely: Fluid Dynamics - Science subject in Germany, Geometry - Mathematics subject in Austria, History and Environmental Awareness – Arts and Humanities subjects in Greece and Slovenia. In order to pedagogically enhance the design and functional aspects of this e-learning technology, we are investigating the dialogical operationalisation of learning theories so as to leverage our understanding of teaching and learning practices in the targeted context of deployment
An Immersive Telepresence System using RGB-D Sensors and Head Mounted Display
We present a tele-immersive system that enables people to interact with each
other in a virtual world using body gestures in addition to verbal
communication. Beyond the obvious applications, including general online
conversations and gaming, we hypothesize that our proposed system would be
particularly beneficial to education by offering rich visual contents and
interactivity. One distinct feature is the integration of egocentric pose
recognition that allows participants to use their gestures to demonstrate and
manipulate virtual objects simultaneously. This functionality enables the
instructor to ef- fectively and efficiently explain and illustrate complex
concepts or sophisticated problems in an intuitive manner. The highly
interactive and flexible environment can capture and sustain more student
attention than the traditional classroom setting and, thus, delivers a
compelling experience to the students. Our main focus here is to investigate
possible solutions for the system design and implementation and devise
strategies for fast, efficient computation suitable for visual data processing
and network transmission. We describe the technique and experiments in details
and provide quantitative performance results, demonstrating our system can be
run comfortably and reliably for different application scenarios. Our
preliminary results are promising and demonstrate the potential for more
compelling directions in cyberlearning.Comment: IEEE International Symposium on Multimedia 201
SLR - Análisis del Aprendizaje Basado en Juegos Serios en las Prácticas de los Estudios de IngenierÃa
Este trabajo se trata de un Análisis Sistemático de la Literatura del uso de los juegos serios en los estudios de ingenierÃa.15 página
Virtual reality: Theoretical basis, practical applications
Virtual reality (VR) is a powerful multimedia visualization technique offering a range of mechanisms by which many new experiences can be made available. This paper deals with the basic nature of VR, the technologies needed to create it, and its potential, especially for helping disabled people. It also offers an overview of some examples of existing VR systems
Parametric Surfaces for Augmented Architecture representation
Augmented Reality (AR) represents a growing communication channel, responding to the need to expand reality with additional information, offering easy and engaging access to digital data. AR for architectural representation allows a simple interaction with 3D models, facilitating spatial understanding of complex volumes and topological relationships between parts, overcoming some limitations related to Virtual Reality. In the last decade different developments in the pipeline process have seen a significant advancement in technological and algorithmic aspects, paying less attention to 3D modeling generation. For this, the article explores the construction of basic geometries for 3D model’s generation, highlighting the relationship between geometry and topology, basic for a consistent normal distribution. Moreover, a critical evaluation about corrective paths of existing 3D models is presented, analysing a complex architectural case study, the virtual model of Villa del Verginese, an emblematic example for topological emerged problems. The final aim of the paper is to refocus attention on 3D model construction, suggesting some "good practices" useful for preventing, minimizing or correcting topological problems, extending the accessibility of AR to people engaged in architectural representation
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