1,174 research outputs found

    Exploring mixed reality in distributed collaborative learning environments

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    Society is moving rapidly towards a world, where technology enables people to exist in a blend of physical and virtual realities. In education, this vision involves technologies ranging from smart classrooms to e-learning, creating greater opportunities for distance learners, bringing the potential to change the fundamental nature of universities. However, to date, most online educational platforms have focused on conveying information rather than supporting collaborative physical activities which are common in university science and engineering laboratories. Moreover, even when online laboratory support is considered, such systems tend to be confined to the use of simulations or pre-recorded videos. The lack of support for online collaborative physical laboratory activities, is a serious shortcoming for distance learners and a significant challenge to educators and researchers. In working towards a solution to this challenge, this thesis presents an innovative mixed-reality framework (computational model, conceptual architecture and proof-of-concept implementation) that enables geographically dispersed learners to perform co-creative teamwork using a computer-based prototype comprising hardware and software components. Contributions from this work include a novel distributed computational model for synchronising physical objects and their 3D virtual representations, expanding the dual-reality paradigm from single linked pairs to complex groupings, addressing the challenge of interconnecting geographically dispersed environments; and the creation of a computational paradigm that blends a model of distributed learning objects with a constructionist pedagogical model, to produce a solution for distributed mixed-reality laboratories. By way of evidence to support the research findings, this thesis reports on evaluations performed with students from eight different universities in six countries, namely China, Malaysia, Mexico, UAE, USA and UK; providing an important insight to the role of social interactions in distance learning, and demonstrating that the inclusion of a physical component made a positive difference to students’ learning experience, supporting the use of cross-reality objects in educational activities

    Furthering Service 4.0: Harnessing Intelligent Immersive Environments and Systems

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    With the increasing complexity of service operations in different industries and more advanced uses of specialized equipment and procedures, the great current challenge for companies is to increase employees' expertise and their ability to maintain and improve service quality. In this regard, Service 4.0 aims to support and promote innovation in service operations using emergent technology. Current technological innovations present a significant opportunity to provide on-site, real-time support for field service professionals in many areas

    A Web Based Approach to Virtual Appliance Creation, Programming and Management

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    The Internet and Web technology is advancing at a frantic pace, expanding into almost every aspect of our everyday life. One of the latest scientific activities for the Internet and the Web is the so-called pervasive or ubiquitous computing where networking plays a vital role in its core computational framework. In this, people are able to use the Internet and Web to manage the operation of embedded network devices, services and to coordinate their services in ways that create applications such as smart-homes, smart-offices, smart-cars etc, collectively referred to as intelligent environments. For ordinary people (non technologists) to be able to use this technology, it is required that the interaction between the users and the environment must be as transparent and simple as possible, employing intuitive and user-friendly interfaces wherever possible. A popular approach to empowering users to customise the functionality of their environments is via end-user programming. In this work-in-progress paper we describe an approach based on using a web based GUI to augment earlier work of ours concerning an end user programming paradigm known as Pervasive interactive Programming (PiP), in a way that makes it more flexible and easy to use. By doing this, we present a conceptual model and discuss the issues in developing and using this model. © 2010 IEEE

    A Fuzzy Logic based system for Mixed Reality assistance of remote workforce

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    The recent years have witnessed an increase in the use of augmented and virtual reality systems, changing the way we interact with our environments. Such systems are commonly associated with advertising, entertainment, medicine, training and education. However, with the increasing acceptance and availability of mobile and wearable devices (e.g. head-mounted displays (HMD)), the use of these technologies is moving towards professional and industrial environments, where they would be able to support employees in their daily tasks, increasing customer satisfaction and reducing business costs. This paper presents an innovative Mixed Reality (MR) system to assist field workforce in remote locations. As part of the overall implementation, the MR system uses fuzzy logic mechanisms to improve accuracy in user tracking and object monitoring, allowing the correct representation of users and objects in the Graphical User Interfaces (GUIs), and improving the experience for users

    Preface to the Special Issue on Immersive Environments: Challenges, Research and New Developments

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    Immersion could be defined as a subjective impression of participating in a comprehensive, realistic experience [1]. However, immersion should not be treated as a unique property, as it is achieved from a complex interaction of representational fidelity and learner interaction, holding a dependency on other aspects of the environment [2, 3]. The use of immersive environments which create a feeling of ?presence? naturally allows for more complex social interactions and designed experiences [4]. A particular use of these technologies is in educational settings, where they can enhance learning experiences, foster participation, collaboration, creativity and engagement; creating huge opportunities for integration and research. Effective immersive learning experiences can be created with multiple media using myriad techniques and employing a wealth of knowledge that spans many disciplines. This includes but is not limited to computer science, user experience and media design, the learning sciences, architecture, game development, artificial intelligence, biology, medicine, and thousands of disciplinary and occupational content areas wherein immersive learning and training may be relevant. The Immersive Learning Research Network (iLRN) is ?an international organization of developers, educators, and research professionals collaborating to develop the scientific, technical, and applied potential of immersive learning? [5]. The vision of the network is to develop a comprehensive research and outreach agenda that encompasses the breadth and scope of learning potentialities, affordances and challenges of immersive learning environments. The first international conference iLRN 2015 held in Prague, Czech Republic, attracted a number of high-quality contributions. As a follow-up, this special issue was organised as an open call to seek a wider set of contributions from the research community, including extended versions of iLRN 2015 best papers
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