2,810 research outputs found
Location-based technologies for learning
Emerging technologies for learning report - Article exploring location based technologies and their potential for educatio
A comparison of immersive realities and interaction methods: cultural learning in virtual heritage
In recent years, Augmented Reality (AR), Virtual Reality (VR), Augmented Virtuality
(AV), and Mixed Reality (MxR) have become popular immersive reality technologies
for cultural knowledge dissemination in Virtual Heritage (VH). These technologies have
been utilized for enriching museums with a personalized visiting experience and digital
content tailored to the historical and cultural context of the museums and heritage
sites. Various interaction methods, such as sensor-based, device-based, tangible,
collaborative, multimodal, and hybrid interaction methods, have also been employed by
these immersive reality technologies to enable interaction with the virtual environments.
However, the utilization of these technologies and interaction methods isn’t often
supported by a guideline that can assist Cultural Heritage Professionals (CHP) to
predetermine their relevance to attain the intended objectives of the VH applications.
In this regard, our paper attempts to compare the existing immersive reality technologies
and interaction methods against their potential to enhance cultural learning in VH
applications. To objectify the comparison, three factors have been borrowed from
existing scholarly arguments in the Cultural Heritage (CH) domain. These factors are the
technology’s or the interaction method’s potential and/or demonstrated capability to: (1)
establish a contextual relationship between users, virtual content, and cultural context, (2)
allow collaboration between users, and (3) enable engagement with the cultural context
in the virtual environments and the virtual environment itself. Following the comparison,
we have also proposed a specific integration of collaborative and multimodal interaction
methods into a Mixed Reality (MxR) scenario that can be applied to VH applications that
aim at enhancing cultural learning in situ
Collaborative and Multi-Modal Mixed Reality for Enhancing Cultural Learning in Virtual Heritage
No abstrac
Towards Measuring Learning Effectiveness considering Presence, Engagement and Immersion in a Mixed and Augmented Reality Learning Environment
The current era of advanced display technologies, such as a head mounted displays, smart glasses and handheld devices, have supported the usage of mixed-reality and augmented reality concepts in smart educational classrooms. These advanced technologies have enabled enhanced collaboration and an interactive communication between distance learners and local learners. Being present' is a key factor in both worlds (real and virtual) as it plays an important role in increasing the students' collaborative engagement during the learning activity. However, few studies have considered how much using such immersive interfaces with various learning scenarios may ultimately affect learning outcomes, and whether students feel fully engaged or not in such environments. This work-in-progress paper will demonstrate a MiRTLE+ prototype of how remote students can collaborate within mixed-reality environments by using an augmented reality approach. Secondly, it will explore the learning effectiveness based on the following factors: students' presence, engagement, and immersion in smart environments. With regard to the learning task, we will consider a card game task to measure the learners' progress as they progress from novice to expert player. To evaluate these factors, we utilise several existing frameworks which have been applied to our mixed-reality worlds that help us to examine the learning outcomes from using these environments
Collaborative educational environments incorporating mixed reality technologies: a systematic mapping study
In this paper, we report findings from a systematic mapping study, conducted to review the existing literature on collaborative educational environments incorporating mixed reality technologies. There is increasing interest in mixed reality technologies in education, especially with the introduction of new Over Head Mounted Displays (OHMDs), such as HoloLens, Oculus Rift and HTC Vive. with the consideration of areas such as education, dynamic technology and complex environments, a research area is identified. We carried out an extensive review of the literature from 2007 to 2017 and conducted an analysis of the works on mixed reality technologies and its subcategories applied to collaborative education environments. Results highlighted the lack of research across the mixed reality spectrum, especially in the augmented virtuality subcategory, as well as technical limitations such as response time in the development of mixed reality technologies for collaborative environments. Furthermore, the difficulty of teaching professionals to replicate mixed reality experiments in real environments, due to the technical skills required, was identified. The main contribution of this article is the discussion of the current works with visualization of the present state of the area, which is aimed to encourage educators to develop mixed reality artefacts and conduct further research to support collaborative educational environments
Exploring the Potential of 3D Visualization Techniques for Usage in Collaborative Design
Best practice for collaborative design demands good interaction between its collaborators. The capacity to share common knowledge about design models at hand is a basic requirement. With current advancing technologies gathering collective knowledge is more straightforward, as the dialog between experts can be supported better. The potential for 3D visualization techniques to become the right support tool for collaborative design is explored. Special attention is put on the possible usage for remote collaboration. The opportunities for current state-of-the-art visualization techniques from stereoscopic vision to holographic displays are researched. A classification of the various systems is explored with respect to their tangible usage for augmented reality. Appropriate interaction methods can be selected based on the usage scenario
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Interface and Interaction Design Patterns for Intercultural Collaboration
This paper reports about on-going research into interaction design patterns in intercultural remote collaboration. It proposes that interaction and interface design patterns help to communicate and generate new design knowledge in supporting intercultural teamwork. It describes methods used to observe and develop design patterns in collocated, remote and blended collaborative learning and design contexts, and reports preliminary findings of interface and interaction design patterns, which support intercultural remote collaboration
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