407 research outputs found

    Using Augmented Reality as a Medium to Assist Teaching in Higher Education

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    In this paper we describe the use of a high-level augmented reality (AR) interface for the construction of collaborative educational applications that can be used in practice to enhance current teaching methods. A combination of multimedia information including spatial three-dimensional models, images, textual information, video, animations and sound, can be superimposed in a student-friendly manner into the learning environment. In several case studies different learning scenarios have been carefully designed based on human-computer interaction principles so that meaningful virtual information is presented in an interactive and compelling way. Collaboration between the participants is achieved through use of a tangible AR interface that uses marker cards as well as an immersive AR environment which is based on software user interfaces (UIs) and hardware devices. The interactive AR interface has been piloted in the classroom at two UK universities in departments of Informatics and Information Science

    Immersive 360° video for forensic education

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    Throughout the globe, training in the investigation of forensic crime scene work is a vital part of the overall training process within Police Academies and forensic programs throughout the world. However, the exposure of trainee forensic officers to real life scenes, by instructors, is minimal due to the delicate nature of information presented within them and the overall difficulty of Forensic investigations. Virtual Reality (VR) is computer technology utilising headsets, to produce lifelike imageries, sounds and perceptions simulating physical presence inside a virtual setting to a user. The user is able to look around the virtual world and often interact with virtual landscapes or objects. VR headsets are head‐mounted goggles with a screen in front of the eyes (Burdea & Coffet 2003). The use of VR varies widely from personal gaming to classroom learning. Uses also include computerised tools that are used solely online. The current use of VR within Forensic Science is that it is used widely in several capacities that include the training and examination of new forensic officers. However, there is minimal review and authentication of the efficiency of VR use for the teaching of forensic investigation. This is surprising, as the VR field has experienced rapid expansion in the educating of many varying fields over the past few years. Even though VR could enhance forensic training by offering another, perhaps more versatile, engaging way of learning, no devoted VR application has yet been commercially implemented for forensic examination education. Research into VR is a fairly young field, however the technology and use of it is still rapidly growing and the improvement of interactive tools is inevitably having an impact on all facets of learning and teaching

    Immersive Visualization in Biomedical Computational Fluid Dynamics and Didactic Teaching and Learning

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    Virtual reality (VR) can stimulate active learning, critical thinking, decision making and improved performance. It requires a medium to show virtual content, which is called a virtual environment (VE). The MARquette Visualization Lab (MARVL) is an example of a VE. Robust processes and workflows that allow for the creation of content for use within MARVL further increases the userbase for this valuable resource. A workflow was created to display biomedical computational fluid dynamics (CFD) and complementary data in a wide range of VE’s. This allows a researcher to study the simulation in its natural three-dimensional (3D) morphology. In addition, it is an exciting way to extract more information from CFD results by taking advantage of improved depth cues, a larger display canvas, custom interactivity, and an immersive approach that surrounds the researcher. The CFD to VR workflow was designed to be basic enough for a novice user. It is also used as a tool to foster collaboration between engineers and clinicians. The workflow aimed to support results from common CFD software packages and across clinical research areas. ParaView, Blender and Unity were used in the workflow to take standard CFD files and process them for viewing in VR. Designated scripts were written to automate the steps implemented in each software package. The workflow was successfully completed across multiple biomedical vessels, scales and applications including: the aorta with application to congenital cardiovascular disease, the Circle of Willis with respect to cerebral aneurysms, and the airway for surgical treatment planning. The workflow was completed by novice users in approximately an hour. Bringing VR further into didactic teaching within academia allows students to be fully immersed in their respective subject matter, thereby increasing the students’ sense of presence, understanding and enthusiasm. MARVL is a space for collaborative learning that also offers an immersive, virtual experience. A workflow was created to view PowerPoint presentations in 3D using MARVL. A resulting Immersive PowerPoint workflow used PowerPoint, Unity and other open-source software packages to display the PowerPoint presentations in 3D. The Immersive PowerPoint workflow can be completed in under thirty minutes

    Subjects taught in VR

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    Design and Display of Enhancing Information in Desktop Information-Rich Virtual Environments: Challenges and Techniques

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    Information-Rich Virtual Environments (IRVEs) have been described as environments in which perceptual information is enhanced with abstract (or symbolic) information such as text, numbers, images, audio, video, or hyperlinked resources. Desktop VE applications present the same information design and layout challenges as immersive VEs, but in addition, they may also be integrated with external windows or frames commonly used in desktop interfaces. This paper enumerates design approaches for the display of enhancing information both internal and external to the virtual world?s render volume. Using standard web-based software frameworks, we explore a number of implicit and explicit spatial layout methods for the display and linking of abstract information, especially text. Within the virtual environment view, we demonstrate both Heads-Up-Displays and encapsulated scenegraph behaviors we call Semantic Objects. For desktop displays, which support information display venues external to the scene, we demonstrate the linking and integration of the scene with web browsers and the Snap-Together visualization a system. Finally, we describe the application of these techniques in the PathSim Visualizer, an IRVE interface for the biomedical domain. These design techniques are relevant for instructional and informative interfaces for a wide variety of desktop VE applications

    Augmented reality based applieation vs. Flash based applieation for ABC learning: A comparative study

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    This project revolves around the studies of augmented reality (AR) and how it can be used to support children 6 years old and below to Jearn English alphabets more effectively. The aim for this project is to make a comparative study between Augmented Reality learning application and Flash learning application. The study is conducted throughout this project to know which methods provide more efficient ways of learning ABC for kindergarten children. Problems with studying in traditional way are identified in this project as well. Furthermore, a system that will use augmented reality technology is developed for this project (Learning ABC with AR). The methodology used in this system is prototyping. This report consists of five (5) major chapters including introduction, literature review, methodology, result and discussion and conclusion and recommendation

    Internet based molecular collaborative and publishing tools

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    The scientific electronic publishing model has hitherto been an Internet based delivery of electronic articles that are essentially replicas of their paper counterparts. They contain little in the way of added semantics that may better expose the science, assist the peer review process and facilitate follow on collaborations, even though the enabling technologies have been around for some time and are mature. This thesis will examine the evolution of chemical electronic publishing over the past 15 years. It will illustrate, which the help of two frameworks, how publishers should be exploiting technologies to improve the semantics of chemical journal articles, namely their value added features and relationships with other chemical resources on the Web. The first framework is an early exemplar of structured and scalable electronic publishing where a Web content management system and a molecular database are integrated. It employs a test bed of articles from several RSC journals and supporting molecular coordinate and connectivity information. The value of converting 3D molecular expressions in chemical file formats, such as the MOL file, into more generic 3D graphics formats, such as Web3D, is assessed. This exemplar highlights the use of metadata management for bidirectional hyperlink maintenance in electronic publishing. The second framework repurposes this metadata management concept into a Semantic Web application called SemanticEye. SemanticEye demonstrates how relationships between chemical electronic articles and other chemical resources are established. It adapts the successful semantic model used for digital music metadata management by popular applications such as iTunes. Globally unique identifiers enable relationships to be established between articles and other resources on the Web and SemanticEye implements two: the Document Object Identifier (DOI) for articles and the IUPAC International Chemical Identifier (InChI) for molecules. SemanticEye’s potential as a framework for seeding collaborations between researchers, who have hitherto never met, is explored using FOAF, the friend-of-a-friend Semantic Web standard for social networks
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