317 research outputs found
Hybrid Reality-Based Education Expansion System for Non-Traditional Learning
Many educators utilize conventional coaching methods to coach and study behaviors in a classroom with face-to-face, verbal contact. But, the coaching with learning atmosphere has developed further than the classroom. The incorporation of technology at the coaching with learning procedure is the novel tendency at teaching, by a favorable result. Technologies present surroundings for learning behaviors to happen anytime also everywhere to advantages instructors with students universal. One of the skills to have been demonstrating feasibilities of the appliance at learning surroundings is Hybrid Reality (HR), which includes together Virtual Reality (VR) with Augmented Reality (AR). This work attempts to construct ahead the recent condition of hybrid reality also its appliance at learning. The initial section depicts the fundamental formation of hybrid reality also its various divisions. The subsequent sections provide the superior construction of a few innovative appliances that are implemented for the hybrid reality. Lastly, the paper shows the benefits of those applications over the traditional teaching methods and the essential user reactions. The outcomes have highly in assistance of taking mobile applications based on Hybrid Reality into a contemporary teaching scheme
The Loupe : tangible augmented reality for learning to look at Ancient Greek art
With the advent of digital museum interactives as a widely available learning offer in all types of museums, including history of art and archaeology museums, an ongoing debate has been established: Do these - usually screen-based - museum interactives assist visitors in focusing on museum objects and artefacts? Or do they distract and take away the attention from the real museum objects on display? We present the Loupe, a tangible Augmented Reality prototype in form of a magnifying lens, which allows museum visitors to get information in context about museum artefacts. We detail the design and content creation process that was employed in order to create a thematic tour for the the Greek Gallery of Allard Pierson Museum in Amsterdam. An evaluation study with 22 adult participants was carried out, using both qualitative and quantitative evaluation methodologies, so as to explore the utility and usability of the Loupe as well its learning and affective impact. Our findings suggest that the acceptance of the Loupe as a museum interactive and learning resource, was related both with its qualities as a tangible as well as with the structure of the content and the narratives revealed
NEARCHOS. Networked Archaeological Open Science: Advances in Archaeology Through Field Analytics and Scientific Community Sharing
The full release and circulation of excavation results often takes decades,
thus slowing down progress in archaeology to a degree not in keeping with other
scientific fields. The nonconformity of released data for digital processing also
requires vast and costly data input and adaptation. Archaeology should face the
cognitive challenges posed by digital environments, changing in scope and rhythm.
We advocate the adoption of a synergy between recording techniques, field analytics,
and a collaborative approach to create a new epistemological perspective, one
in which research questions are constantly redefined through real-time, collaborative
analysis of data as they are collected and/or searched for in an excavation. Since
new questions are defined in science discourse after previous results have been
disseminated and discussed within the scientific community, sharing evidence in
remote with colleagues, both in the process of field collection and subsequent study,
will be a key innovative feature, allowing a complex and real-time distant interaction
with the scholarly community and leading to more rapid improvements in
research agendas and queries
MorgantinaVR: Cityscale Handheld AR and CrossâPlatform VR for Visualizing Georeferenced Archaeological Datasets
The use of Augmented and Virtual Reality in cultural heritage has increased
dramatically in recent years, with uses that go far beyond creating and displaying
digital reconstructions for museum visitors and tourists. This paper describes
the collaboration between Archimedes Digital and the Contrada Agnese
Project (CAP) to develop a framework and suite of applications to support the
examination display of archaeological data from the site of Morgantina, Sicily
in VR and AR. Primary purposes of this digital approach include facilitating
collaboration between CAPâs specialists (archaeological, geospatial, and museum),
and enabling the effective dissemination of data to researchers and to the
general public
Evaluating learnability in a 3D heritage tour
The implementation of 3D virtual reality (VR) environments to represent human culture and heritage has been growing during the last two decades as a result of information and communication technologies (ICT) development. Precisely, regarding virtual heritage development, some weaknesses have been detected such as ââlifelessââ environments lacking interaction, and research still under development on learning assessment. In this article, a VR environment is presented, through users taking a virtual tour visiting some elements of cultural heritage of the island of San AndrĂ©s, Colombia. In the tour, users participate in a 3D VR environment, answering questions and learning about the cultural heritage of the island. Also, the usability of the VR environment is assessed through SUMI (Software Usability Measurement Inventory) standard ISO9241-11 evaluating aspects such as usefulness and learnability. The results demonstrate that with the implementation of a VR environment about heritage, the users achieved optimum performance with an 80% average of correct answers and a high correlation between learning and the usability of the 3D VR environment
Moving Beyond the Virtual Museum : Engaging Visitors Emotionally
In this paper, we firstly critique the state of the art on Virtual Museums (VM) in an effort to expose the many opportunities available to enroll these spaces into transformative and engaging cultural experiences. We then outline our attempts to stretch beyond the usual VM in order to connect it to visitors in a measurably emotional, participatory, interactive and social fashion. We discuss the foundations for a conceptual framework for the creation of VMs, grounded in a user-centered design methodology and related design and evaluation guidelines. We then introduce two main cultural heritage sites, which are used as case studies at the core of our efforts, and conclude by describing the many challenges they bring for pushing the boundaries on the human-felt impact of the virtual museum
From Physical to Digital, From Interactive to Immersive: Archaeological Uses of 3D, AR, VR, and More
The combination of improved methods and tools, widespread adoption,
and continuously-falling barriers to entry has prompted the claim that we
are currently living in a âgolden age of digital archaeologyâ. This paper provides
a background discussion of the use and evolution of digital methods
and tools in archaeology, as well as a summary of the conference session
âFrom Physical to Digital, from Interactive to Immersive: Uses of Threeâ
Dimensional Representation, Mixed Reality, and More in the Sharing and
Exploration of Archaeological Data,â held at the CAA 2017 conference in
Atlanta
Virtual Reality applications for visualization of 6000-year-old Neolithic graves from Lenzburg (Switzerland)
The last decade has seen a steady increase in the application of virtual 3D approaches in cultural heritage research. Although a large literature exists about the advantages of 3D methods in this field, here we go one step further and elucidate a) how image-based 3D reconstructions can be displayed in virtual reality (VR) space using freeware game engine software and low-cost VR hardware and b) highlight the relative benefits and advantages with a focus on interactive museum displays of relatively large archaeological objects. Specifically, we present three 3D models of different stone grave structures from the Neolithic necropolis of Lenzburg (Northern Switzerland, 4450-3500 BCE). The site has been excavated in 1959/60 and certain graves were subsequently preserved for museum display. By means of VR applications, it is now possible to experience these approximately 6000-year-old tombs with an innovative approach circumventing various barriers or constraints and offering interactive display options
Learning capacity in simulated virtual neurological procedures
In recent years, the use of Virtual Reality (VR) has skyrocketed in many fields. From videogames to education, the popularity of this technology is well known also thanks to its affordability and the growing number of available content. An immersive approach and the correct use of gamification have been proven to be valuable tools for learning in different fields. There are many examples of the adoption of VR application also in the healthcare setting not only for learning purposes but also for patientsâ rehabilitation. This paper is intended to list some existing works and then present our project for an immersive serious game with the aim of enhancing the training of healthcare workers for the assessment of stroke patients
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