40 research outputs found
El Eportfolio en la Ingeniería del Software como una herramienta de reflexión el proceso de aprendizaje
La aplicación de nuevas metodologías de enseñanzaaprendizaje
y sistemas de evaluación, basados
principalmente en los contratos de aprendizaje, ha
conseguido mejorar visiblemente los resultados de los
alumnos en la superación de la asignatura ‘Ingeniería
del Software’.
Sin embargo, el profesorado de dicha asignatura se
plantea, con el ánimo de mejorar, si estos cambios
hacen que realmente los alumnos estén aprendiendo
más. Para dar respuesta a esta cuestión se ha utilizado
el eportfolio como una herramienta de evaluación
enfocada a la reflexión sobre el propio proceso de
aprendizaje.
En este artículo, se explica esta experiencia docente,
detallando la situación de partida, la planificación,
ejecución y evaluación de la misma, así como los
resultados obtenidos.Peer Reviewe
Multimedia augmented reality game for learning math
The traditional method for learning the multiplication tables is a repetitive and boring task. Teachers try to find new methods to motivate children in this tedious duty, and one of the lines to consider is to integrate en- tertainment into educational processes. This work presents a new multimedia interaction approach in order to allow children to practice these math opera- tions and have fun. The learning process has been gamified by means of two mini-games designed for mobile platforms, based on meromictic or repetitive learning. The genre of these mini-games have been selected according to chil- dren preferences: one turn-based fighting and other throwing-objects game. A series of proposed multiplications have to be solved during the play to per- form the player actions. Moreover, in order to support learning engagement, both have been visualized through Augmented Reality, combining real and virtual reality. This paper discusses the good results of mixing entertainment with some learning tasks, due to the engagement of the children to the mobile based games. A pilot study has been performed in order to evaluate the learn- ing effectiveness and usability of the proposal. Results support that playing the video games makes this tedious multiplication practice more enjoyable and attractive for children so they improve their math skills
Procedural modelling of terrains with constraints
Terrain is an essential part of any outdoor environment and, consequently, many techniques
have appeared that deal with the problem of its automatic generation, such as procedural
modeling. One form to create terrains is using noise functions because its low computational cost and its random result. However, the randomness of these functions also makes it
difficult to have any control over the result obtained. In order to solve the problem of lack
of control, this paper presents a new method noise-based that allows procedural terrains creation with elevation constraints (GPS routes, points of interest and areas of interest). For
this, the method establishes the restrictions as fixed values in the heightmap function and
creates a system of equations to obtain all points that they depend this restrictions. In this
way, the terrain obtained maintains the random noise, but including the desired restrictions.
The paper also includes how we apply this method on large terrain models without losing resolution or increasing the computational cost excessively. The results show that our
method makes it possible to integrate this kind of constraints with high accuracy and realism
while preserving the natural appearance of the procedural generation
Privacy in Indoor Positioning Systems: A Systematic Review
Ponència presentada a 10th International Conference on Localization and GNSS (ICL-GNSS), celebrada a Tampere (Finland) del 2 al 4 de juny de 2020This article presents a systematic review of privacy
in indoor positioning systems. The selected 41 articles on
location privacy preserving mechanisms employ non-inherently
private methods such as encryption, k-anonymity, and differential
privacy. The 15 identified mechanisms are categorized and
summarized by where they are processed: on device, during
transmission, or at a server. Trade-offs such as calculation
speed, granularity, or complexity in set-up are identified for
each mechanism. In 40% of the papers, some trade-offs are
minimized by combining several methods into a hybrid solution.
The combinations of mechanisms and their levels of offered
privacy are suggested based on a series of user mobility cases
Analyzing autostereoscopic environment confgurations for the design of videogames
Stereoscopic devices are becoming more popular every day. The 3D visualization that these displays ofer is being used by
videogame designers to enhance the user’s game experience. Autostereoscopic monitors ofer the possibility of obtaining
this 3D visualization without the need for extra device. This fact makes them more attractive to videogame developers.
However, the confguration of the cameras that make it possible to obtain an immersive 3D visualization inside the game
is still an open problem. In this paper, some system confgurations that create autostereoscopic visualization in a 3D game
engine were evaluated to obtain a good accommodation of the user experience with the game. To achieve this, user tests that
take into account the movement of the player were carried out to evaluate diferent camera confgurations, namely, dynamic
and static converging optical axis and parallel optical axis. The purpose of these tests is to evaluate the user experience
regarding visual discomfort resulting from the movement of the objects, with the purpose of assessing the preference for
one confguration or the other. The results show that the users tend to have a preference trend for the parallel optical axis
confguration set. This confguration seems to be optimal because the area where the moving objects are focused is deeper
than in the other confgurations
Analysing observer preferences when presenting a product in a rendered scene: 2D vs. autostereoscopic 3D displays
This research compares the way the image of a product included within a rendered scene shown on an autostereoscopic 3D display is rated versus the same image shown in a 2D display. The purpose is to understand the observer's preferences and to determine the features that a composition should have to highlight the product and to make its presentation more attractive to observers, thereby helping designers and advertisers who use both displays to prepare images to make them more effective when visually presenting a product.
The results show that observers like the images on autostereoscopic 3D displays slightly more than those presented by means of 2D displays. On both displays the product is perceived more quickly when it is larger than the other elements and is shown with greater chromatic contrast, but a composition is seen as more attractive when the chromatic relationship between all the elements is more harmonious
Learning History Using Virtual and Augmented Reality
Master lectures of history are usually quite boring for the students, and to keep their attention requires a great effort from teachers. Virtual and Augmented Reality have a clear potential in education and can solve this problem. Serious games that use immersive technologies allow students to visit and interact with environments dated in different ages. Taking this in mind, this article presents a playful virtual reality experience set in Ancient Rome that allows the user to learn concepts from that age. The virtual experience reproduces as accurately as possible the different buildings and civil constructions of the time, making it possible for the player to create Roman cities in a simple way. Once built, the user can visit them, accessing the buildings and being able to interact with the objects and characters that appear. Moreover, in order to learn more information about every building, users can visualize them using Augmented Reality using marker-based techniques. Different information has been included related to every building, such as their main uses, characteristics, or even some images that represent them. In order to evaluate the effectiveness of the developed experience, several experiments have been carried out, taking as sample Secondary School students. Initially, the game’s quality and playability has been evaluated and, subsequently, the motivation of the virtual learning experience in history. The results obtained support on the one hand its gameplay and attractiveness, and on the other, the student’s increased interest in studying history, as well as the greater fixation of different concepts treated in a playful experience
Multiresolution Foliage Rendering
Ponència presentada en CoSECiVi 2020, VI Congreso de la Sociedad Española para las Ciencias del Videojuego
On-line, 7-8 d'octubre de 2020.This work presents a continuous level of detail representation
of foliage of trees. Multiresolution modeling allows to adapt the number
of polygons to render to the relevance of the object in the scene. However,
foliage is represented by isolated polygons, so most of the multiresolution
modeling methods do not work properly with this part of the tree. This
paper presents a multiresolution model that allows to adapt the number
of leaves to the relevance of the foliage in the scene. The criterion to
select the appropriate leaves to render is based on a previously performed
view-driven simplification. To adapt this parameter in real time, data
structures and the necessary algorithms that allow us to extract the
appropriate number of polygons are presented. Some tests have been
developed to evaluate the proposed solution and results show the good
performance of the presented continuous level of detail
Immersive Virtual-Reality System for Aircraft Maintenance Education: A Case Study
Aircraft maintenance is a highly relevant procedure in many industries, yet obtaining qualified personnel to carry it out is a difficult task. Training in such techniques is complex and requires access to facilities and materials that are not readily available. Virtual reality can be a tool to improve this situation. This paper presents the whole process of design, development, and evaluation of a virtual environment that allows users to perform some of the main tasks required in aircraft maintenance after landing or for take-off. By following a user-centered design methodology and the Octalysis framework to apply motivation and engagement techniques, a gamified virtual environment was developed that allows the user to practice specific aircraft maintenance techniques. The environment was tested by users of different profiles who answered questionnaires to evaluate the perceived gamification, usability, and the feeling of sickness from the experience. The analysis of the data corroborates the good performance of the VR environment in these fields.Research was supported by the e-DIPLOMA project (project number 101061424), funded by the European Union. Views and opinions expressed are, however, those of the authors only and do not necessarily reflect those of the European Union or the European European Research Executive Agency (REA). Neither the European Union nor the granting authority can be held responsible for them