6,628 research outputs found
Adoption of augmented reality technology by university students
In recent times, Augmented Reality has gained more relevance in the field of education. This relevance has been
enhanced due to its ease of use, as well as the availability of the technical devices for the students. The present
study was conducted with students enrolled in the Pedagogy Degree in the Faculty of Education at the University
of Seville. The objective was to understand the degree of technological acceptance of students during their
interaction with the AR objects produced, the performance achieved by the students, and if their gender affected
their acquisition of knowledge. For this, three data collection instruments were utilized: a multiple choice test for
the analysis of the student's performance after the interaction, the Technology Acceptance Model (TAM) diagnostic instrument, created by Davis (1989), and an “ad hoc” instrument created so that the students could
evaluate the class notes enriched with the AR objects created. The study has allowed us to broaden the scientific
knowledge of the TAM by Davis, to understand that AR objects can be utilized in university teaching, and to know
that the student's gender does not influence learning.Ministry of Economy and Competitiveness of Spain EDU-5746-
PerfVis: Pervasive Visualization in Immersive AugmentedReality for Performance Awareness
Developers are usually unaware of the impact of code changes to the
performance of software systems. Although developers can analyze the
performance of a system by executing, for instance, a performance test to
compare the performance of two consecutive versions of the system, changing
from a programming task to a testing task would disrupt the development flow.
In this paper, we propose the use of a city visualization that dynamically
provides developers with a pervasive view of the continuous performance of a
system. We use an immersive augmented reality device (Microsoft HoloLens) to
display our visualization and extend the integrated development environment on
a computer screen to use the physical space. We report on technical details of
the design and implementation of our visualization tool, and discuss early
feedback that we collected of its usability. Our investigation explores a new
visual metaphor to support the exploration and analysis of possibly very large
and multidimensional performance data. Our initial result indicates that the
city metaphor can be adequate to analyze dynamic performance data on a large
and non-trivial software system.Comment: ICPE'19 vision, 4 pages, 2 figure, conferenc
Educational Uses of Augmented Reality (AR): Experiences in Educational Science
Augmented Reality (AR) is an emerging technology that is gaining greater influence on teaching every day. AR, together with mobile technology, is defined as one of the most efficient pairs for supporting significant and ubiquitous learning. Purpose of the study: the Instructional Material Motivational Survey (IMMS), by Keller, was used to determine the degree of motivation possessed by the Pedagogy students on the utilization of the notes enriched with AR in the classroom, available for their didactic use through mobile devices. Methods: through an app designed for the courses Education Technology (ET) and Information and Communication Technologies (ICT) Applied to Education, the motivation gained when participating in this experience, and how it influences the improvement of academic performance, was evaluated. Results and conclusions: the most notable main result was finding a strong relationship between the motivation of the students when using the enriched notes and the increase of performance in the academic subject where it was used. Likewise, it was proved that the use of Augmented Reality benefited the learning process itself
Bridging the Gap Between Real and Artificial Worlds: The Next Generation Classroom
Students today represent a new generation of learner which requires us to look beyond our tradition training methods. Augmented Reality (AR) has already shown great promise of transforming the way interact with students in any technically driven education such as aviation.
The operation and maintenance of modern aircraft requires an understanding of several interrelated human and machine components requiring practice and immersion. The immersive experience can be enhanced with augmented reality (AR) and virtual reality (VR). Relevant to the task at hand, they both have the ability to alter our perception of the world, give real-time feedback, improve the efficiency of skills transfer and increased knowledge retention. Where they differ, is the perception of our presence
Introduction to the Computation Offloading from Mobile Devices to the Edge of Mobile Network
This paper introduces the concept of Small Cell Cloud (SCC) composed of multiple Cloud-enabled Small Cells (CeSCs), which provide radio connection for mobile User Equipment (UE) such as smart-phones or wearables such as smart glasses. Moreover, CeSCs host computations offloaded from UEs in a way similar to centralized cloud, yet different in its proximity to users. Proposed client-server architecture of SCC con-veys mechanisms for moving offloaded computations from the UEs to CeSCs. Real-life implementation of the SCC architecture relies on custom-developed Of-floading Framework which is responsible for low-level communication between the UE and the SCC. The Of-floading Framework is accompanied by an Augmented Reality (AR) app, which employs intensive computa-tions for discovery of places of interest. Such app is latency-sensitive, a criterion which makes computation offloading beneficial due to its ability to decrease la-tency. The combination of the O˜oading Framework and the AR app makes up an SCC testbed used for fur-ther performance evaluation. Numerous measurements are carried out to examine the impact of various pa-rameters. Based on Proof-of-concept implementation and thorough measurements, it has been revealed that computation offloading can decrease overall latency as much as to 47 % and energy consumption on the UE side to 56
Understanding the Impact of the New Aesthetics and New Media Works on Future Curatorial Resource Responsibilities for Research Collections
The author examines the emerging impact of the works of the “New Aesthetic,” along with other works that have their genesis in the rapid technological changes of the last fifty-plus years. Consideration is given to the history of digital audio/visual works that will eventually be held by repositories of cultural heritage and how this history has, or has not, been documented. These creations have developed out of an environment of networked, shared, re-usable and re-purposed data. The article briefly examines how these works are utilized while looking at the future impact of the growing creation and use of complex, compound multimedia digital re- search and cultural collections as evidenced by augmented and virtual reality environments such as smartphone apps and Second Life.Ye
Creating learning activities using augmented reality tools
There is an increasing number of students usingsmartphones and tablets in schools. Mobile devices gained pop-ularity as an educational tool and there are many schools thatused them frequently in educational activities to improve learning.There are many augmented reality (AR) applications availablethat can be used to create educational contents for these mobiledevices. This paper surveys the most popular augmented realityapplications. Our goal is to select AR eco-systems, for educationalpurposes, that are user friendly, that do not require programmingskills and are free, so that they can be used in daily teachingactivities. We also present teaching activities created with thesetools that use different augmented reality technologies for creatinganimations, 3D models and other information to be shown ontop of interactive documents. The examples presented are used ineducational activities in kindergarten and to improve the learningof music and orthographic views in elementary and secondaryschools.info:eu-repo/semantics/publishedVersio
The use of Augmented Reality in the medical teaching of Anatomy: student's acceptance and motivation
Introducción: La adopción de alternativas digitales a modelos físicos mediante las tecnologías de realidad aumentada se presenta como una alternativa en la enseñanza de la medicina.
Objetivo: Conocer el grado de aceptación y motivación que la realidad aumentada despierta en los estudiantes de medicina.
Método: Se realizó un estudio durante el curso académico 2016 - 2017, en el que participaron 50 estudiantes de Medicina, que cursaban la asignatura de "Anatomía Humana I" en la Universidad de Sevilla. Se utilizaron para el análisis de la motivación el "Instructional Material Motivational Survey", para el grado de aceptación se aplicó el "The Technology Acceptance Model" y un tercer instrumento donde los estudiantes evaluaron los objetos de aprendizaje.
Resultados: Revelaron la valoración positiva de los estudiantes hacia a la Realidad Aumentada por sus beneficios didácticos: motivación, aceptación, adquisición de conocimientos, entre otros.
Conclusiones: Los objetos diseñados fueron valorados positivamente por los estudiantes, fáciles de descargar y de instalar en sus dispositivos. Siendo importante los resultados ya que fueron obtenidos con diversos objetos preparados para el estudio.Introduction : The choice of digital alternatives over physical models through augmented reality technologies is presented as an alternative in the teaching of medicine.
Objective : To know the degree of acceptance and motivation that augmented reality causes among medical students.
Methods : A study was carried out during the academic year 2016-2017 with the participation of 50 medical students, who were coursing the subject Human Anatomy I at the University of Seville. For the motivation analysis, we used the "Instructional Material Motivational Survey"; for the degree of acceptance, we applied "The Technology Acceptance Model"; we also used a third instrument for the students to evaluate the learning objects.
Results : The results revealed the students' positive assessment about augmented reality based on its didactic benefits: motivation, acceptance, acquisition of knowledge, among others.
Conclusions : The designed objects were positively rated by the students, easy to download and install on their devices. The results are important, since they were obtained with diverse objects prepared for the study
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