6,837 research outputs found
The Immersive Education Laboratory: understanding affordances, structuring experiences, and creating constructivist, collaborative processes, in mixed-reality smart environments
In this paper we describe how the iClassroom and other technologies are providing the testbed through which we are able to design, develop, and research future intelligent environments. We describe the process of distinguishing between the technical and pedagogical aspects of immersive learning environments, while simultaneously considering both in the redefinition of effective intelligent learning spaces. This paper describes how our laboratory is working on specific projects that increase our understanding of the distinct advantages of technical design elements, like immersive visual displays, and pedagogical design elements that need to be in place as we go through the process of structuring learning situations that create constructivist, collaborative experiences. We describe specific technologies and their design across these multiple dimensions and the ways in which they are helping us better understand how to maximize technological affordances for increased positive learning outcomes. Finally, through this design research process, as we begin to better understand the affordances and iteratively create design guidelines, our hope is that eventually a prescriptive framework emerges that informs both the practice of embedded technology development and the deliberate incorporation of technical attributes into both the educational space and the pedagogy through which students learn
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Trail records and navigational learning
An emerging wave of 'ambient' technologies has the potential to support learning in new and particular ways. In this paper we propose a 'trail model' of 'navigational learning' which links some particular learning needs to the potentialities of these technologies. In this context, we outline the design and use of an 'experience recorder', a technology to support learning in museums. In terms of policy for the e-society, these proposals are relevant to the need for personalised and individualised learning support
Serious Games in Cultural Heritage
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Detecting Low Rapport During Natural Interactions in Small Groups from Non-Verbal Behaviour
Rapport, the close and harmonious relationship in which interaction partners
are "in sync" with each other, was shown to result in smoother social
interactions, improved collaboration, and improved interpersonal outcomes. In
this work, we are first to investigate automatic prediction of low rapport
during natural interactions within small groups. This task is challenging given
that rapport only manifests in subtle non-verbal signals that are, in addition,
subject to influences of group dynamics as well as inter-personal
idiosyncrasies. We record videos of unscripted discussions of three to four
people using a multi-view camera system and microphones. We analyse a rich set
of non-verbal signals for rapport detection, namely facial expressions, hand
motion, gaze, speaker turns, and speech prosody. Using facial features, we can
detect low rapport with an average precision of 0.7 (chance level at 0.25),
while incorporating prior knowledge of participants' personalities can even
achieve early prediction without a drop in performance. We further provide a
detailed analysis of different feature sets and the amount of information
contained in different temporal segments of the interactions.Comment: 12 pages, 6 figure
Modelling an intelligent interaction system for increasing the level of attention
Learning activities using technologies is one of the common education
methods. Its advantages allow that students can learn with concepts more
practical’s. However in this environment not all the students can be attentive. In
this research an Ambient Intelligent System has been designed using biometrics
behaviors for detecting learner inattentiveness. The learning attentiveness of a
student can be determined precisely and the teacher has access to these results
and might improve news strategies.This work has been supported by COMPETE: POCI-01-0145-FEDER-007043 and
FCT – Fundação para a Ciência e Tecnologia within the Project Scope:
UID/CEC/00319/2013.info:eu-repo/semantics/publishedVersio
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Location-based and contextual mobile learning. A STELLAR Small-Scale Study
This study starts from several inputs that the partners have collected from previous and current running research projects and a workshop organised at the STELLAR Alpine Rendevous 2010. In the study, several steps have been taken, firstly a literature review and analysis of existing systems; secondly, mobile learning experts have been involved in a concept mapping study to identify the main challenges that can be solved via mobile learning; and thirdly, an identification of educational patterns based on these examples has been done.
Out of this study the partners aim to develop an educational framework for contextual learning as a unifying approach in the field. Therefore one of our central research questions is: how can we investigate, theorise, model and support contextual learning
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