13,907 Hits in 9.1 sec

Authors Index

2018 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE)  
-1-5386-6522-0 Cao, Yanpeng A Novel Augmented Reality Guidance System for Future Informatization Experimental Teaching 900 Carlson, Trevor E.  ...  Support System Using Physiological Index: Case Study of a S S 730 Tang, Yongming A Novel Augmented Reality Guidance System for Future Informatization Experimental Teaching 900 Tang, Yun Characterizing  ... 
doi:10.1109/tale.2018.8615278 fatcat:xj5a2hge6jcypol2jwemnvt4pu

Teacher Educators Perspectives on The Use of Augmented Reality for Foreign Language

Indra Perdana, Linggua Sanjaya Usop, Mas'ud Muhammadiah, Pandu Adi Cakranegara, Lazarus Linarto, Ardian Arifin
2021 JTP - Jurnal Teknologi Pendidikan  
Exploring the short but considerable literature research, this post discusses AR technology for the rise in the philosophy of upgrading, upgrading teacher nursery in position, teachers, pupils, customs  ...  , infrastructure, and sustainability, using the framework of activities outlines the suitability of the use of upgrading technology in development programs.  ...  AR and VR Virtual reality (VR) and mixed reality are often mistaken with augmented reality (AR).  ... 
doi:10.21009/jtp.v23i2.21769 fatcat:kyoysa3hqbgqjhcufzm242wzky

Anatomy Studio II: A Cross-Reality Application for Teaching Anatomy [article]

Joaquim Jorge, Pedro Belchior, Abel Gomes, Maurício Sousa, João Pereira, Jean-François Uhl
2022 arXiv   pre-print
This paper presents a framework for teaching Virtual Anatomy at the university level.  ...  Our work builds on the Visible Human Projects for Virtual Dissection material and provides a medium for groups of students to do collaborative anatomical dissections in real-time using sketching and 3D  ...  The authors have previously worked on using Mixed reality for teaching performed a 3D model of the body from the slices of Ko- ACKNOWLEDGMENTS This work was supported in part by the Portuguese Govt.  ... 
arXiv:2203.02186v1 fatcat:eexp2vmmu5cppfqveproz6wlfq

Virtual Realities (Dagstuhl Seminar 13241)

Guido Brunnett, Sabine Coquillart, Robert Van Liere, Gregory F. Welch, Marc Herbstritt
2013 Dagstuhl Reports  
This report documents the program and the outcomes of Dagstuhl Seminar 13241 "Virtual Realities".  ...  The main goal of the five day seminar was to bring together leading experts and promising young researchers to discuss current challenges and future directions in the field of virtual and augmented reality  ...  Ultimately, there is a need for much more basic research on how disabled people experience virtual reality.  ... 
doi:10.4230/dagrep.3.6.38 dblp:journals/dagstuhl-reports/BrunnettCLW13 fatcat:3euo43oklrahhiarpak4vqjdme

Design of a Mixed Reality Application for STEM Distance Education Laboratories

Michele Gattullo, Enricoandrea Laviola, Antonio Boccaccio, Alessandro Evangelista, Michele Fiorentino, Vito Modesto Manghisi, Antonio Emmanuele Uva
2022 Computers  
In this work, we propose a Mixed Reality (MR) application to support laboratory lectures in STEM distance education.  ...  In this work, we present how we applied the design methodology and used the framework for the case study of an engineering course to support students in understanding drawings of complex machines without  ...  As previously said, further learning case studies can be added to the initial framework with a limited authoring effort for the teachers.  ... 
doi:10.3390/computers11040050 fatcat:j64ijkzfqvfw7irf47fcrljdci

Experiential learning with virtual reality: animal handling training

Florence Mei Kuen Tang, Ray Mau Fung Lee, Roy Hok Lai Szeto, Justin Chak Ting Cheung, Olivia Miu Yung Ngan
2020 Innovation and Education  
At the debriefing, 3Rs principles were reinforced as a sample framework for performing humane animal research.  ...  This paper describes a multi-disciplinary experience in developing and implementing virtual reality (VR) simulation to enhance contextual learning of using animal models in research with digital technology  ...  Acknowledgements We thank student helpers assisted in piloting the courseware and Korea National University of Education in supporting the publication charges.  ... 
doi:10.1186/s42862-020-00007-3 fatcat:6utabjzejbcvhhophe6bdgq6ly

iFiction: Mobile technology, new media, Mixed Reality and literary creativity in English teaching

Winyu Chinthammit, Angela Thomas
2012 2012 IEEE International Symposium on Mixed and Augmented Reality - Arts, Media, and Humanities (ISMAR-AMH)  
of multimodal authoring and principles drawn from alternate reality gaming to create a unique context for children to learn to be sophisticated content creators, and to engage in critical and reflective  ...  ) technologies and then manipulate these media into a MR layering of the story that can be placed within a particular context of space and time, blending virtual and actual reality. iFiction uses theories  ...  ACKNOWLEDGEMENTS The authors would like to thank Jenny White, Ros Lippis, Bruce Andrews, Jonathan O'Duffy, Shaun Walker, Shannon Woolley, and Seo Yeon Kim for their contribution on this project.  ... 
doi:10.1109/ismar-amh.2012.6483987 fatcat:enc4dtmuzndhjiqlqunzbrcqbu

Augmented Reality Plant & Animal Cells: Design and Evaluation of an Educational Augmented Reality Application

Malek El Kouzi, Omar Bani-Taha, Victoria McArthur
2019 Journal of Virtual Worlds Research  
We argue that the design of the Augmented Reality Plant & Animal Cells (ARPAC) tool promotes a self-driven approach to learning by presenting textbook content as interactive, 3D models that can be uncovered  ...  In this paper, we present a usability evaluation of a custom AR educational tool designed to improve students' understanding of the similarities and differences between plant and animal cells.  ...  This is a novel application for several reasons: • To the best of our knowledge, this is the first Augmented Reality application to visualize plant and animal cells.  ... 
doi:10.4101/jvwr.v12i3.7382 fatcat:jibxr4stgjcvjnty5mrkcx3al4

Developing Mixed Reality Educational Applications: The Virtual Touch Toolkit

Juan Mateu, María Lasala, Xavier Alamán
2015 Sensors  
In this paper, we present Virtual Touch, a toolkit that allows the development of educational activities through a mixed reality environment such that, using various tangible elements, the interconnection  ...  Therefore, it is specially designed to enable teachers to themselves create educational activities for their students in a simple way, taking into account that teachers generally lack advanced knowledge  ...  Acknowledgments We want to thank the IES Ernest Lluch and the IES Joan Coromines for all their support during the experience.  ... 
doi:10.3390/s150921760 pmid:26334275 pmcid:PMC4610584 fatcat:lsqpdgonzvc6tmhghuuuhxaurq

Immersive Networking-A Framework for Virtual Environments with Augmented Reality in Human Decision-Making

Theo Kanter, Uno Fors, Rahim Rahmani
2016 International Journal of Multimedia and Ubiquitous Engineering  
In this publication we present Immersive Networking as a novel framework for connecting people and places and things in virtual environments with augmented reality to be used in eg.  ...  Immersive Networking supported by MediaSense [1] constitutes a scalable self-organizing means for connecting people and places and things in virtual environments with augmented reality.  ...  Nether-lands and Serious Games Interactive Denmark for inputs discussions on the new learning model suggested.  ... 
doi:10.14257/ijmue.2016.11.6.05 fatcat:f5rlsco2ofcflnbffbhekwjj3a

Semantic framework for interactive animation generation and its application in virtual shadow play performance

Hui Liang, Shujie Deng, Jian Chang, Jian Jun Zhang, Can Chen, Ruofeng Tong
2018 Virtual Reality  
In this paper, a semantic framework is proposed to model the construction of interactive animation and promote animation assets reuse in a systematic and standardized way.  ...  Designing and creating complex and interactive animation is still a challenge in the field of virtual reality, which has to handle various aspects of functional requirements (e.g. graphics, physics, AI  ...  , distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were  ... 
doi:10.1007/s10055-018-0333-8 fatcat:ourl42j7kfairnlypuxfsthcq4

Breaking Bad Behaviors: A New Tool for Learning Classroom Management Using Virtual Reality

Jean-Luc Lugrin, Marc Erich Latoschik, Michael Habel, Daniel Roth, Christian Seufert, Silke Grafe
2016 Frontiers in ICT  
The system has been designed as a companion tool for classroom management seminars in a syllabus for primary and secondary school teachers.  ...  This article presents an immersive virtual reality (VR) system for training classroom management skills, with a specific focus on learning to manage disruptive student behavior in face-to-face, one-to-many  ...  AcKnoWleDgMenTS We would like to thank the following students for their participation in the development of the virtual environment and plat form: David Fernes, David Schraudt, Dominik Lipp, Felix Brischwein  ... 
doi:10.3389/fict.2016.00026 fatcat:42ksi3ujnjb6bdyfztpcfeyc2y

Hybrid Reality-Based Education Expansion System for Non-Traditional Learning

Firoz Khan, R.Lakshmana Kumar, Seifedine Kadry
2021 Jurnal Ilmiah Teknik Elektro Komputer dan Informatika  
HYBRID REALITY-BASED EDUCATION The hybrid reality, when combined with AR and VR, creates a magical experience for the students because they can communicate with their concepts in virtual objects form as  ...  For instance, the Mars experience for HoloLens looks similar to what you are nearly in Star Trek HoloTech.  ...  This completely immersive experience permits the learner to discover a life-size body also understands how they perform at a novel also thrilling method.  ... 
doi:10.26555/jiteki.v7i1.20568 fatcat:ouqrntjwfbe47jzr3uha5jvd6a

Projecting our Past to the Future - Challenges and Results: The Case of Asinou church [article]

M. Papaefthymiou, V. Nikolakopoulou, Georgios Leventis, M. Domajnko, M. Ioannides, G. Papagiannakis, P. Santos
2017 Eurographics Workshop on Graphics and Cultural Heritage  
The paper describes the 3D documentation of the church and how the data acquired can be used and re-used in Mixed Reality (MR) applications using also Deep Learning techniques, as well as in Education.  ...  In this paper, we present some of the novel results of the Marie Curie Initial Training Network for Digital Cultural Heritage (ITN-DCH) project, describing briefly the work done focusing on the project's  ...  Acknowledgements This project has received funding from the European Union's Seventh Framework program for research, technological development and demonstration under grant agreement no 608013.  ... 
doi:10.2312/gch.20171310 dblp:conf/vast/PapaefthymiouNL17 fatcat:bwjl75jvunaybp62qzq7ax54by

A survey of visual, mixed, and augmented reality gaming

Bruce H. Thomas
2012 Computers in Entertainment  
This article provides a survey of visual mixed and augmented reality gaming in both the academic and commercial contexts.  ...  A set of example commercial games are also examined to provide the context for the state of the games on the market.  ...  The first is HyperReal ], a framework for building mixed reality and context-aware applications.  ... 
doi:10.1145/2381876.2381879 fatcat:urqhaeh7jvg3xa5hww5e6twcge
« Previous Showing results 1 — 15 out of 13,907 results