712 research outputs found

    Research Avenues on use of Augmented Reality in Education

    Get PDF
    The use of Innovative technology in education enhances the grasping ability of the student to gain knowledge proactively and provides a platform for a constructive process of learning and understanding. Augmented Reality (AR) plays an essential role in active learning and critical thinking in the current information age because technology enables students to interact with the virtual world with an immersive experience. Moreover, the integration of AR in education has attracted researcher’s attention towards AR due to its immersive, naturalistic experience. Augmented reality plays a vital role in Medical Science, the Aviation industry, the Advertising industry, the Printing Industry, Maintenance, Tourism, Education, the Automobile industry and many more upcoming industries. The use of AR is going to be spread in the coming days. This paper comprises an overview and the study of augmented reality in different sectors. On emphasising the uses of AR in the education field, to give a real-life interactive experience to the user on his mobile. The review narrates the ability of AR, and applications of AR in the field of education such as science education, Industrial training, and biomedical education. The review summarises the potential of technology integration

    Inclusion in Virtual Reality Technology: A Scoping Review

    Full text link
    Despite the significant growth in virtual reality applications and research, the notion of inclusion in virtual reality is not well studied. Inclusion refers to the active involvement of different groups of people in the adoption, use, design, and development of VR technology and applications. In this review, we provide a scoping analysis of existing virtual reality research literature about inclusion. We categorize the literature based on target group into ability, gender, and age, followed by those that study community-based design of VR experiences. In the latter group, we focus mainly on Indigenous Peoples as a clearer and more important example. We also briefly review the approaches to model and consider the role of users in technology adoption and design as a background for inclusion studies. We identify a series of generic barriers and research gaps and some specific ones for each group, resulting in suggested directions for future research

    Unfold—An interactive experience on mixed reality platform to solve communication problems faced by children with ASD in the age group of 4-7 years.

    Get PDF
    Improving communication with a child with ASD has become an indispensable need in order to make the life smooth for the special child. Research has shown that communication gets driven by mood dynamics, non-verbal interactions, gestural communication and expressions. With the growth in technology, mixed reality and eye tracking are playing a major role in imparting experiences and making us learn about an environment without having to physically be in them. This research work explores how mixed reality can take a child with ASD through an experience that could help them open up and communicate well with others both with and without ASD. A series of training involved aims at an interaction and understanding gestures of others followed by initial training with child himself and animated creature through interaction. This overall experience integrates interactive play and human gestures in the way it happens in the real world. This will train and help enhance their willingness to share, interact and communicate with others besides training the motor skills. The resulting interactive environment addresses communication problem by introduction of a communicative and adaptive medium between a child with ASD and others

    Visualisation d'information pour l'altruisme efficace

    Get PDF
    Effective altruism is a movement whose goal it to use evidence and reason to figure out how to benefit others as much as possible. This movement is becoming influential, but effective altruists still lack tools to help them understand complex humanitarian trade-offs and make good decisions based on data. Visualization-the study of computer-supported, visual representations of data meant to support understanding, communication, and decision makingcan help alleviate this issue. Conversely, effective altruism provides a powerful thinking framework for visualization research that focuses on humanitarian applications

    Human-Computer Interaction

    Get PDF
    In this book the reader will find a collection of 31 papers presenting different facets of Human Computer Interaction, the result of research projects and experiments as well as new approaches to design user interfaces. The book is organized according to the following main topics in a sequential order: new interaction paradigms, multimodality, usability studies on several interaction mechanisms, human factors, universal design and development methodologies and tools

    Somatechnics and Difference

    Get PDF
    This essay examines embodiment and technology with a special focus on dis/abilities in live performance during the current inter-pandemic era. After several workshops developed with performers and mixed ability artists during 2021, questions are raised about inclusion: how we consider impairment or how disabilities are reconfigured in our understanding. The somatechnics explored here are initially related to Seo Ji Won’s exuberant and excessive motion installation, but also to the practices of other choreographers and designers who acknowledge different abilities and challenges to perception that are notnecessarily all based in a technological understanding of movement. Although it can incorporate digital projections and prostheses, such an understanding emerges from anatomical and somatic experience, and also from an extended notion of social choreography. Este ensayo examina la encarnación y la tecnología con un enfoque especial en las discapacidades en la actuación en vivo durante la era interpandémica actual. Después de varios talleres desarrollados con performers y artistas de habilidades mixtas durante 2021, surgen interrogantes sobre la inclusión: cómo consideramos la discapacidad o cómo se reconfiguran las discapacidades en nuestro entendimiento. Las somatécnicas exploradas aquí están inicialmente relacionadas con la instalación de movimiento exhuberante y excesivo de Seo Ji Won, pero también con las prácticas de otros coreógrafos y diseñadores que reconocen diferentes habilidades y desafíos a la percepción que no necesariamente se basan en una comprensión tecnológica del movimiento. Si bien puede incorporar proyecciones digitales y prótesis, tal comprensión surge de la experiencia anatómica y somática, y también de una noción ampliada de coreografía social

    Advances in Human Factors in Wearable Technologies and Game Design

    Get PDF

    The potential of Serious Games to foster learning among children and adolescents with disabilities: A systematic review

    Get PDF
    Serious Games for children and adolescents with disabilities can enhance their learning and respond to their needs in an inclusive educational setting. The aim of this systematic review is to analyze the potential of Serious Games for children and young people with disabilities, thereby providing an overview of effective Serious Games for schools and practitioners in the field of inclusive education. For this purpose, a systematic review of empirical literature found in the database Education Resources Information Centre (ERIC) was conducted, applying a qualitative content analysis. Findings from the 21 reviewed quantitative and qualitative studies indicate that Serious Games provide effective support for achieving learning objectives in certain school subjects and facilitate optimal conditions for learning. We found that Serious Games have strong potential and can make an important contribution to the inclusion of children and adolescents with disabilities in school

    OneMile: An Interactive Journey to Wellness for Those with Chronic Illness

    Get PDF
    Using interaction design, video, and social media to create an application that will encourage people to maintain or improve their quality of life when dealing with a chronic illness. There are many tools, both tangible and online, for people with debilitating illnesses. There are websites and apps that focus on symptom management, medication monitoring or general wellness. The majority of these resources are mainly used for rehabilitation. There is technology used to help people, both healthy and those with an illness, to improve their health–featuring exercise, eating healthy, tips and tricks. Most people with a chronic illness are looking for ways they can be healthy, or ways to maintain their health; they want to be pro-active in their healthy journey. Multiple Sclerosis is one of these chronic illness–the people who have it may be active and mobile and they are looking for something to help them stay motivated and/or to improve their health. They are not looking for something to help with rehabilitation, because most of these people do not need rehab; they want something to encourage them on quest to healthy and wellness. The needs of the target audience (people with MS) would benefit from a combination of mediums that would lend itself to the idea of activities to fully explore all of the potential aspects of a person’s illness and to motivate them to life a healthy life. The purpose of the activities would be so each user could choose exactly what he or she wants and needs to work on. Cognitive exercises, fine motor skill exercises, social connections and suggested physical movement and recipes will help the user stay motivated. Elements of gamification will help create an active environment for the user and allow them to be motivated and excited to pursue wellness in their lives
    corecore