12,318 research outputs found

    Virtual Reality Physics Scenarios

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    Many students taking physics early on in their education find that it may be difficult to associate the theory they learn in class with how physics works in real world scenarios. Through various experiments in class, students are able to see examples of physics phenomena, but those experiments are limited by equipment, and do not offer precise data. To combat this, we are creating a virtual reality application for students to use to help learn physics. This report details the requirements the system will meet, as well as the use cases and subsequent activity diagrams for all users. We have also included a conceptual model of our system, as well as an explanation for technologies used, and a test plan and development timeline

    Reviews

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    Europe In the Round CD‐ROM, Guildford, Vocational Technologies, 1994

    A software framework for the development of projection-based augmented reality systems

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    Despite the large amount of methods and applications of augmented reality, there is little homogenization on the software platforms that support them. An exception may be the low level control software that is provided by some high profile vendors such as Qualcomm and Metaio. However, these provide fine grain modules for e.g. element tracking. We are more concerned on the application framework, that includes the control of the devices working together for the development of the AR experience. In this paper we present a software framework that can be used for the development of AR applications based on camera-projector pairs, that is suitable for both fixed, and nomadic setups.Peer ReviewedPostprint (author's final draft

    Work-in-Progress: Rapid Development of Advanced Virtual Labs for In-Person and Online Education

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    During the closure of K-12 schools and universities thanks to the COVID-19 pandemic, many educators turned to web conferencing tools such as Zoom and WebEx to deliver online lectures. For courses with labs, some teachers provide recorded videos of real labs. Watching recorded lab videos is a passive experience, as the procedures and point of view are fixed, and students do not have any control of the lab and thus miss the opportunity to explore different options, including making mistakes that is important part of the learning process. One approach that holds great potential to enhance laboratory experience for online education is the use of computer-based modeling and simulation tools. Simulation based virtual laboratories emulate lab equipment and configurations in highly realistic 3D environments and can provide very effective learning experiences. While there exist limited interactive lab computer simulations for various subjects, their presentations are still very primitive and often lack realism and complexity. This paper presents methodologies and preliminary findings on rapid development of advanced virtual labs using modeling and simulation for in-person and online education. The importance of modeling and simulation has long been recognized by the scientific community and agencies such as DoD and NSF. However, high-quality simulations are not commonplace, and simulations have not been widely employed in education. Existing simulations for education lack interoperability and compatibility. While there are sporadic uses of computer-based simulations in education that were developed in a piecemeal fashion, there was never systematic development at an industry level for such purposes. Virtual lab development usually require substantial amount of effort and lack of systematic research on rapid virtual lab development hinders their wide use in education. This paper proposes a wholistic and systematic approach for addressing the issues in rapid lab simulation development from several perspectives, including rapid generation of virtual environment, integration of state-of-the-art industry leading software tools, advanced software design techniques that enables large scale software reuse, and innovative user interface design that facilitate the configuration and use of virtual labs by instructors and students. This paper will implement a virtual circuit lab that emulates a circuit lab for the course XXX offered at XXX University and will be used to elucidate the crucial methodologies for rapid virtual lab development. The virtual lab contains highly realistic visual renderings and accurate functional representations of sophisticated equipment, such as digital oscilloscopes, function generator, and digital multimeters, and authentic rendition of the lab space. The virtual lab allows advanced analog and digital circuit simulation by integrating the de-facto industry standard circuit simulation engine SPICE and Xspice, supporting the circuit labs in the course XXX. The Unity game engine is used to develop the front end of the virtual lab. Advanced software development methodologies will be investigated to facilitate software reuse and rapid development, e.g., the same simulation code can be used to support equipment manufactured by different vendors. The paper will also investigate the impact of fidelity of the virtual lab, e.g., equipment and lab room, on student learning outcomes and efficacy

    Visualizing Causality in Mixed Reality for Manual Task Learning: An Exploratory Study

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    Mixed Reality (MR) is gaining prominence in manual task skill learning due to its in-situ, embodied, and immersive experience. To teach manual tasks, current methodologies break the task into hierarchies (tasks into subtasks) and visualize the current subtask and future in terms of causality. Existing psychology literature also shows that humans learn tasks by breaking them into hierarchies. In order to understand the design space of information visualized to the learner for better task understanding, we conducted a user study with 48 users. The study was conducted using a complex assembly task, which involves learning of both actions and tool usage. We aim to explore the effect of visualization of causality in the hierarchy for manual task learning in MR by four options: no causality, event level causality, interaction level causality, and gesture level causality. The results show that the user understands and performs best when all the level of causality is shown to the user. Based on the results, we further provide design recommendations and in-depth discussions for future manual task learning systems

    An Immersive Telepresence System using RGB-D Sensors and Head Mounted Display

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    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

    Genuine lab experiences for students in resource constrained environments: The RealLab with integrated intelligent assessment.

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    Laboratory activities are indispensable for developing engineering skills. Computer Aided Learning (CAL) tools can be used to enhance laboratory learning in various ways, the latest approach being the virtual laboratory technique that emulates traditional laboratory processes. This new approach makes it possible to give students complete and genuine laboratory experiences in situations constrained by limited resources in the provision of laboratory facilities and infrastructure and/or where there is need for laboratory education, for large classes, with only one laboratory stand. This may especially be the case in countries in transition. Most existing virtual laboratories are not available for purchase. Where they are, they may not be cost friendly for resource constrained environments. Also, most do not integrate any form of assessment structure. In this paper, we present a very cost friendly virtual laboratory solution for genuine laboratory experiences in resource constrained environments, with integrated intelligent assessment
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