9 research outputs found

    Aplicaciones de la tecnología H5P en el Campus Virtual de la UCM para generar contenidos interactivos en los espacios virtuales (H5PCVUCM)

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    La memoria del proyecto de Innovación Docente "Aplicaciones de la tecnología H5P en el Campus Virtual de la UCM para generar contenidos interactivos en los espacios virtuales (H5PCVUCM)" describe los objetivos planteados y conseguidos para el proyecto, la metodología empleada y las actividades desarrolladas. Se enumeran todos los artefactos generados en el proyecto relativos a los recursos h5p dentro del campus virtual: tutoriales, vídeos y contenido .h5p reutilizable

    Sensibilización y formación en la accesibilidad e inclusión de las personas con discapacidad visual al proceso de Enseñanza-Aprendizaje. SENSIVISUAL-UCM

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    El objetivo general de este proyecto viene definido por la necesidad de inclusión de las personas con discapacidad visual, parcial o absoluta, en el mundo académico, así como la de favorecer su incorporación al mundo laboral con unas condiciones formalizadas y estables. A través de las acciones realizadas en este proyecto de innovación y mejora de la calidad docente se podrá mejorar la accesibilidad en los diferentes Grados de la Universidad Complutense de Madrid, ayudando en la generación de material didáctico y composición de grupos de trabajo que fomenten el trabajo colaborativo permitiendo el re-fuerzo académico

    Emotions-responsive audiences for VR public speaking simulators based on the speakers’ voice

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    Oratory or the art of public speaking with eloquence has been cultivated since ancient times. However, the fear of speaking in public -a disproportionate reaction to the threatening situation of facing an audience- affects a very important part of the population. This work arises from the need to help alleviate this fear through a tool where to train the ability of public speaking. To this purpose, we built a virtual reality system that offers the speaker a safe environment to practice presentations. Since the audience is the only way to receive feedback when giving a speech, our system offers a virtual audience that reacts and gives real-time feedback based on the emotions conveyed by three parameters: voice tone, speech content and speaker’s gaze. In this paper, we detail the modelling of the audience just focusing on the speakers’ voice tone: 1) by presenting an algorithm that controls the audience reactions based on the emotions beamed by the speaker, and 2) by carrying out an experiment comparing the reactions generated by the agents with those of a real audience to the same speech, in order to refine the given algorithm.Depto. de Ingeniería de Software e Inteligencia Artificial (ISIA)Fac. de InformáticaTRUEpu

    Virtual Reality for Teacher Training

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    This chapter discusses the use of virtual reality (VR) in the training of preservice secondary education teachers in Spain as an integral part of their learning process. The authors propose some premises from which to design a training program to improve preservice teachers' communicative competence and their ability to manage conflict impacting the classroom climate. First, it explains the experiential and experimental potential of a virtual learning environment (VLE), its ability to create personalized virtual worlds, as well as the possibility to generate insightful instant feedback and feedforward. Finally, an example of a prototype scenario designed on this conceptual basis is provided. Furthermore, the chapter presents an overview of an educational proposal to implement this experiential immersive opportunity for preservice teachers to interact and manage disruptive situations in a safe and reliable environment conducive to the development of key communicative competences and strategies to turn conflict into a learning opportunity.Depto. de Ingeniería de Software e Inteligencia Artificial (ISIA)Fac. de InformáticaTRUEpu

    Designing a VR game for public speaking based on speakers features: a case study

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    Oratory or the art of public speaking with eloquence has been cultivated since ancient times. However, the fear of speaking in public -a disproportionate reaction to the threatening situation of facing an audience- affects a very important part of the population. This work arises from the need to help alleviate this fear through a toolwhere to train the ability of public speaking. To this purpose, we built a virtual reality system that offers the speaker a safe environment to practice presentations. Since the audience is the only way to receive feedback when giving a speech, our system offer is a virtual audience that reacts and gives real-time feedback based on the emotions conveyed by three parameters: voice tone, speech content and speaker’s gaze. In this paper, we detail the modelling of a behavioural-realistic audience just focusing on the speakers’ voice tone: 1) by presenting an algorithm that controls the audience’ reactions based on the emotions beamed by the speaker, and 2) by carrying out an experiment comparing the reactions generated by the agents with those of a real audience to the same speech, in order to refine the given algorithm. In this experiment, the audience subjects are asked to fill a questionnaire - level of engagement and perceived emotions - for a speech performed by professional actors representing different emotions. Afterwards, we compared the reactions of said audience with the ones generated by our algorithm, and used the results to improve it.Depto. de Ingeniería de Software e Inteligencia Artificial (ISIA)Fac. de InformáticaTRUEpu

    Customizable Gamification based on micro-tasks

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    Web del proyecto http://grasiagroup.fdi.ucm.es/bolotweet/esThe goal is to create gamification tools based on the concept of micro-tasks applied to social networks. A micro-task is a very light activity. It is performed within a social network. In this project, its background should be motivating story where challenges are proposed to students.Se busca crear herramientas de gamificación basadas en el concepto de micro-tarea aplicado en redes sociales. Una micro-tarea es una actividad breve. Se realizan dentro de una red social. En este proyecto, siguen una trama/historia donde se realizan retos.Depto. de Ingeniería de Software e Inteligencia Artificial (ISIA)Depto. de Trabajo Social y Servicios SocialesFac. de InformáticaFac. de Trabajo SocialFALSEUniversidad Complutense de Madridsubmitte

    Self-regulated learning in music teacher training in online and hybrid contexts

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    El fin del presente proyecto es inducir el autoaprendizaje en el alumnado por medio de tecnología y colaboración entre pares online. Pretende sistematizar el trabajo del grupo de docentes en torno a la enseñanza y aprendizaje de la música potenciando el campus y la plataforma TEAMS para cumplir el objetivo: la autorregulación en el aprendizaje del alumnado.This project aims to induce self-learning in students through technology and online peer collaboration. It intends to systematize the work of the group of teachers around the teaching and learning of music, promoting the campus and the TEAMS platform to meet the objective of self-regulation in student learning.Depto. de Didáctica de las Lenguas, Artes y Educación FísicaFac. de EducaciónFALSEsubmitte
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