{"title":"Game-Based Learning: Augmented Reality in the Teaching of Geometric Solids","authors":"Rui Leitão, J. Rodrigues, A. Marcos","doi":"10.4018/ijacdt.2014010105","DOIUrl":"https://doi.org/10.4018/ijacdt.2014010105","url":null,"abstract":"In teaching, the use of virtual and augmented reality has been on the rise, exploring different means of interaction and student engagement. Based on constructivist pedagogic principles, augmented reality pretends to provide the learner/user with effective access to information through real-time immersive experiences. Game-based learning is one of the approaches that have received growing interest. This paper presents the development of a game in a teaching and learning context, aiming to help students acquire knowledge in the field of geometry. The game was intended to develop the following competences in primary school learners (8-10 years): a better visualization of geometric objects on a plane and in space; understanding of the properties of geometric solids; and familiarization with the vocabulary of geometry. We will show that by using the game students have improved around 35% the hits of correct responses to the classification and differentiation between edge, vertex and face in 3D solids. Keywords: Educational technology, game-based learning (GBL), design thinking, game design, gamification, augmented reality, geometry.","PeriodicalId":181387,"journal":{"name":"Int. J. Art Cult. Des. Technol.","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130570689","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Wizard Without Shadow: Staging and Evolution of a Performance Involving Motion Capture","authors":"Anastasiia Ternova, Georges Gagneré","doi":"10.4018/ijacdt.314784","DOIUrl":"https://doi.org/10.4018/ijacdt.314784","url":null,"abstract":"","PeriodicalId":181387,"journal":{"name":"Int. J. Art Cult. Des. Technol.","volume":"516 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123090622","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Fostering a Culture of Creative Interdisciplinary Innovation at Texas A&M University","authors":"Autum Casey, Jeffrey M. Morris","doi":"10.4018/ijacdt.2012010102","DOIUrl":"https://doi.org/10.4018/ijacdt.2012010102","url":null,"abstract":"As a relatively young department in an aesthetically conservative, remote college town, the Department of Performance Studies at Texas A&M University is building a culture of innovation through strategic facility development, a focus on students sharing work through public performance, and a commitment to interdisciplinary collaboration. The authors have embraced the celebrated strengths of their university in STEM fields (Science, Technology, Engineering, and Mathematics) by developing interdisciplinary experiences and inspiring facilities (through technology and curriculum grants). These experiences contribute to the university at large by demonstrating how technology can connect with the human element and how technology impacts human expression. The authors’ Music, Performance Studies, and Theatre Arts students benefit by joining the faculty in exploring the new and also rediscovering the traditional.","PeriodicalId":181387,"journal":{"name":"Int. J. Art Cult. Des. Technol.","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130224330","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Space, Text and Hoopla: Constructing Typographic Playgrounds in the Metaverse","authors":"E. Ayiter","doi":"10.4018/IJACDT.2013010102","DOIUrl":"https://doi.org/10.4018/IJACDT.2013010102","url":null,"abstract":"This text attempts to delve into the creation of textual content as well as its visualization through typographic design mechanisms inside three dimensional virtual worlds known as the metaverse, with a particular focus upon the way in which such virtually three dimensional environments may place the usage of text within a context that stands in contradiction to its traditional one by creating an unexpected novel purpose: This takes a marked departure from the intrinsic attribute with which text has inherently been associated – namely the attribute of legibility. In such environments readability can be displaced through the usage of text and typography as playful devices that may manifest as visual structures the contents of which are meant to be understood through means other than reading – as it is understood in the traditional sense of the word. Instead, such spaces are aimed to bring about about states of heightened engagement, wonder and ‘play’ through their manipulation or indeed simply by being immersed within the typographic conglomeration that constitutes their essences. This subject will be explored through the discussion of three such typographic playgrounds that the author has created in the metaverse; as well as through their visual documentation undertaken through numerous images/screenshots that are placed throughout this text.","PeriodicalId":181387,"journal":{"name":"Int. J. Art Cult. Des. Technol.","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114140451","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Effectiveness of Practicing Social Distancing in Museums and Art Galleries for Visitors Using Mobile Augmented Reality (MAR): S.M.A.R.T. - Social Distancing Using Mobile Augmented Reality Technology","authors":"A. Kunjir, K. Patil","doi":"10.4018/ijacdt.2020010101","DOIUrl":"https://doi.org/10.4018/ijacdt.2020010101","url":null,"abstract":"After the tragic Coronavirus (COVID-19) pandemic was declared by the WHO (World Health Organization) in March 2020, social distancing and sanitization were recommended by top medical experts and health officials to help stop the virus spread. Research has sought to help people practice social distancing in public attractions such as museums and art galleries using touchless technologies. In the modern circle of innovation and technology, mobile augmented reality (MAR) is a touchless technology that adds layers of virtual information on top of real-world images. An individual can view 3D images and videos by pointing an AR-enabled device towards a piece of digital information. This paper describes the constructive use of the major design elements of MAR, which can directly be applied for impaired and non-impaired visitors to practice social distancing in museums and art galleries.","PeriodicalId":181387,"journal":{"name":"Int. J. Art Cult. Des. Technol.","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114726877","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Becoming Creative through Self Observation: A (Second Order) Cybernetic Learning Strategy for the Metaverse","authors":"E. Ayiter","doi":"10.4018/IJACDT.2011010103","DOIUrl":"https://doi.org/10.4018/IJACDT.2011010103","url":null,"abstract":"This study describes some of the key components of an art educational domain entitled ground , which is being developed specifically for three dimensional online builder’s worlds, also called the metaverse. This undertaking takes its trajectory from ‘the Groundcourse’, a revolutionary art educational strategy based on cybernetics, developed and implemented in England during the 1960’s, upon which the author proposes to develop an art educational strategy based upon self observation. Since this proposal strongly takes into account second order cybernetics, a brief survey into the field as well as an overview of Gordon Pask’s learning theories is provided. Approaches for adapting these founding theories, through a consideration of the potential novel affordances of a three dimensional online builder’s world, is described through two case studies based upon autonomous learning and self observation implemented through avatars.","PeriodicalId":181387,"journal":{"name":"Int. J. Art Cult. Des. Technol.","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115278143","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Towards a Meditation Brain State Model for Scientific Study of Chan","authors":"Hong Lin, Johnathan Kuskos, M. Palma","doi":"10.4018/ijacdt.2013010101","DOIUrl":"https://doi.org/10.4018/ijacdt.2013010101","url":null,"abstract":"Meditation has clear effects in bringing practitioners’ mind into a tranquil state and promoting both the mental and the physical health. The effect of meditation is measurable. The authors propose to establish a model for meditation state by applying modern experimental sciences to brain wave data. The authors start with a project that aims to create an application that takes electroencephalographic (EEG) data and exposes it to various analytical techniques so the resultant brain states can be studied and predicted. The authors present explanations of the design and implementation offered herein. Furthermore, a summary of the application’s functionality is elucidated. Upon completion, the authors anticipate that this software can be used to produce important and dependable conclusions about a given subject’s brain states and correlate that to an identified physical or psychological activity. Although their project is still in an early stage towards a model for meditation, through these studies, the authors believe they will be able to make meditation a beneficial practice to promote human’s life in modern society.","PeriodicalId":181387,"journal":{"name":"Int. J. Art Cult. Des. Technol.","volume":"344 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116237322","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Shaping Interactive Media with the Sewing Machine: Smart Textile as an Artistic Context to Engage Girls in Technology and Engineering Education","authors":"D. Reimann","doi":"10.4018/ijacdt.2011010102","DOIUrl":"https://doi.org/10.4018/ijacdt.2011010102","url":null,"abstract":"In the context of converging media technologies, the concept of mobile media embedded in wearable material was introduced. Wearable Computing, Fashionable Technology, and Smart Textile are being developed at the intersection of media, art, design, computer science, and engineering. However, in Germany, little research has been undertaken into Smart Textile in education1. Those activities are not realized at school in the context of artistic processes in general MINT2 education in classroom settings. In order to research the interplay of electronic textiles and wearable technology, hard and software tools, such as Arduino LilyPad, a programmable board designed for stitching into clothing and flexible applications are scrutinized. In the project, contemporary media art projects in the field of Fashionable Technology are explored to inspire interdisciplinary technology education. The project described in this paper engages girls in technology and engineering by integrating artistic processes as well as a more playcentric approach to technology and engineering education.","PeriodicalId":181387,"journal":{"name":"Int. J. Art Cult. Des. Technol.","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130416958","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}