2017 IEEE Virtual Reality Workshop on K-12 Embodied Learning through Virtual & Augmented Reality (KELVAR)最新文献

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Designing and conducting research using immersive technologies in schools: Seven observations 在学校使用沉浸式技术设计和开展研究:七个观察
E. Southgate, Shamus P. Smith
{"title":"Designing and conducting research using immersive technologies in schools: Seven observations","authors":"E. Southgate, Shamus P. Smith","doi":"10.1109/KELVAR.2017.7961564","DOIUrl":"https://doi.org/10.1109/KELVAR.2017.7961564","url":null,"abstract":"This paper documents seven key areas for consideration when designing and conducting research using immersive virtual, augmented and mixed reality technologies in school settings. We provide seven observations drawn from the literature, theory and research experience to offer initial methodological, ethical and practical advice on such research. These observations are designed to prompt a broader interdisciplinary conversation and knowledge-base on school-based research using immersive technologies, so that the educational benefits of the technologies can be fuller realised.","PeriodicalId":184073,"journal":{"name":"2017 IEEE Virtual Reality Workshop on K-12 Embodied Learning through Virtual & Augmented Reality (KELVAR)","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121595613","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}
引用次数: 6
Virtual humans for temperature visualization in a tangible augmented reality educational game 虚拟人的温度可视化在有形增强现实教育游戏
Vicente Ferrer, A. Perdomo, Hazem Rashid Ali, C. Fies, J. Quarles
{"title":"Virtual humans for temperature visualization in a tangible augmented reality educational game","authors":"Vicente Ferrer, A. Perdomo, Hazem Rashid Ali, C. Fies, J. Quarles","doi":"10.1109/KELVAR.2017.7961559","DOIUrl":"https://doi.org/10.1109/KELVAR.2017.7961559","url":null,"abstract":"Our primary objective is to enable effective game based learning approaches in tangible augmented reality. In game based learning there is often a tradeoff in motivation between the educational aspects and game aspects. For example, consider our previous work - a tangible augmented reality application for passive solar energy education (AR-SEE), in which users learn about the science behind architectural design by interacting with a tangible model house and an augmented reality-based visualization of energy transfer within the house. This research extends AR-SEE to begin to convert this educational simulation into an effective educational game by introducing gaming elements, such as interactive virtual humans. Although it is known that AR-SEE does enable learning, it is unknown how the addition of interactive virtual humans will affect user perception of temperature data and learning. In this paper, the goal was to compare user perception of two approaches to temperature data visualization in in tangible augmented reality on mobile phones: 1) the current particle-based visualization (i.e., based on the science of energy transfer) and 2) novel virtual human-based visualizations. The game was intended for high school students. However, as a preliminary study, we conducted a user study with 27 3rd and 4th year architecture students that compared these two visualization approaches and their impact on temperature estimation, motivation, and perceived learning effectiveness. In the future, we plan to integrate this game into high school curricula.","PeriodicalId":184073,"journal":{"name":"2017 IEEE Virtual Reality Workshop on K-12 Embodied Learning through Virtual & Augmented Reality (KELVAR)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128949622","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}
引用次数: 12
iVR for the geosciences 地球科学的iVR
Jiayan Zhao, P. LaFemina, J. O. Wallgrün, D. Oprean, A. Klippel
{"title":"iVR for the geosciences","authors":"Jiayan Zhao, P. LaFemina, J. O. Wallgrün, D. Oprean, A. Klippel","doi":"10.1109/KELVAR.2017.7961557","DOIUrl":"https://doi.org/10.1109/KELVAR.2017.7961557","url":null,"abstract":"Field trips are an essential part in many disciplines taught in K12 STEM (Science, Technology, Engineering, and Math) education inside and outside the US such as geography, geosciences, and architecture. Field trips foster embodied experiences of places where students can be situated into an informal learning environment. However, field trips are underutilized due to numerous constraints, a situation that current mass development in immersive technologies promises to eliminate. This paper presents an educational project that aims at creating and empirically evaluating virtual reality (VR) experiences for the geosciences: an interactive volcano experience based on LiDAR (Light Detection And Ranging) and image data of Iceland's Thrihnukar volcano. This work-in-progress prototype addresses the lack of content and tools for immersive virtual reality (iVR) in geoscientific education and research and how to make it easier to integrate iVR into classroom experiences. It makes use of environmentally sensed data such that interaction and linked content can be integrated into a single experience. We discuss our workflows as well as methods and authoring tools for iVR analysis and creation of virtual educational experiences. These methods and tools aim to enhance the utility of geospatial data from repositories such as OpenTopography.org through unlocking treasure-troves of geospatial data for VR applications. Their enhanced accessibility in education and research for the geosciences and beyond will benefit geoscientists and educators who cannot be expected to be VR and 3D application experts.","PeriodicalId":184073,"journal":{"name":"2017 IEEE Virtual Reality Workshop on K-12 Embodied Learning through Virtual & Augmented Reality (KELVAR)","volume":"115 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123457918","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}
引用次数: 12
Considerations on the use of virtual and augmented reality technologies in music education 虚拟和增强现实技术在音乐教育中的应用
S. Serafin, Ali Adjorlu, N. C. Nilsson, L. Thomsen, R. Nordahl
{"title":"Considerations on the use of virtual and augmented reality technologies in music education","authors":"S. Serafin, Ali Adjorlu, N. C. Nilsson, L. Thomsen, R. Nordahl","doi":"10.1109/KELVAR.2017.7961562","DOIUrl":"https://doi.org/10.1109/KELVAR.2017.7961562","url":null,"abstract":"Learning to play an instrument is challenging for both children and adults. Adding to this music education in K-12 oftentimes is subject to budget cuts. In this paper, we propose that virtual reality may offer children with an alternative approach to acquiring musical skills. Initially we present an overview of the state of the art software and technology for virtual and augmented reality in music, and then we outline a series of considerations on how virtual and augmented reality can help music education.","PeriodicalId":184073,"journal":{"name":"2017 IEEE Virtual Reality Workshop on K-12 Embodied Learning through Virtual & Augmented Reality (KELVAR)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131722391","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}
引用次数: 49
Virtual Reality mediated instruction and learning 以虚拟现实为媒介的教学和学习
M. Melatti, K. Johnsen
{"title":"Virtual Reality mediated instruction and learning","authors":"M. Melatti, K. Johnsen","doi":"10.1109/KELVAR.2017.7961556","DOIUrl":"https://doi.org/10.1109/KELVAR.2017.7961556","url":null,"abstract":"Several prominent media theories support the use of Virtual Reality (VR) in education, however, there are few examples to draw from due to barriers in implementation. Current generation, mainstream virtual reality systems have largely removed these barriers, allowing for evaluations to now take place.","PeriodicalId":184073,"journal":{"name":"2017 IEEE Virtual Reality Workshop on K-12 Embodied Learning through Virtual & Augmented Reality (KELVAR)","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130199195","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}
引用次数: 14
Embodied learning mechanics and their relationship to usability of handheld augmented reality 嵌入式学习机制及其与手持增强现实可用性的关系
Iulian Radu, A. Antle
{"title":"Embodied learning mechanics and their relationship to usability of handheld augmented reality","authors":"Iulian Radu, A. Antle","doi":"10.1109/KELVAR.2017.7961561","DOIUrl":"https://doi.org/10.1109/KELVAR.2017.7961561","url":null,"abstract":"Researchers in HCI have designed and developed Augmented Reality for over two decades. Recently, there has been increased interest in exploring an embodied perspective on interaction, where the focus is on the fundamental role played by the physical body in how we experience. This paper presents an overview of embodied cognition as it relates to augmented reality, along with specific interaction mechanics that can engage embodied learning in augmented reality. Further, we reflect on children's usability of handheld augmented reality, presenting a set of usability problems encountered by children, and reflections on how these problems impact the use of embodied interaction learning mechanics for young children.","PeriodicalId":184073,"journal":{"name":"2017 IEEE Virtual Reality Workshop on K-12 Embodied Learning through Virtual & Augmented Reality (KELVAR)","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123769289","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}
引用次数: 17
Embodied experiment of levitation in microgravity in a simulated virtual reality environment for science learning 科学学习模拟虚拟现实环境中微重力悬浮的体现实验
Kiarash Tamaddon, D. Stiefs
{"title":"Embodied experiment of levitation in microgravity in a simulated virtual reality environment for science learning","authors":"Kiarash Tamaddon, D. Stiefs","doi":"10.1109/KELVAR.2017.7961560","DOIUrl":"https://doi.org/10.1109/KELVAR.2017.7961560","url":null,"abstract":"This paper is about an interactive virtual reality (VR) installation that is designed and developed for school students who visit the DLR School Lab Bremen of the German Aerospace Center. Using immersive VR technology, we put the participants in place (avatar) of an astronaut who is located outside the International Space Station and can see the virtual world through the eyes of this avatar. This experiment let them experience the difference of interactions in microgravity and on the surface of the Earth. It is a visually and physically simulated whole body interactive VR environment where participants can intuitively explore physics of microgravity. The environment provides the possibility to perform reorientation strategies in microgravity. The digital tools that we used included Oculus Rift (DK1) head mounted display, Kinect (version 1) body tracking device, and a computer. We held a small user study to see if the system could improve the participants view about physics of microgravity. The results of this study show that the simulation was beneficial for participants and improved their ability to make better predictions about some interactions in microgravity.","PeriodicalId":184073,"journal":{"name":"2017 IEEE Virtual Reality Workshop on K-12 Embodied Learning through Virtual & Augmented Reality (KELVAR)","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126724354","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}
引用次数: 14
Mixed-reality barriers: Person-tracking in K-12 schools 混合现实障碍:K-12学校的个人跟踪
R. Illum, M. Dahn
{"title":"Mixed-reality barriers: Person-tracking in K-12 schools","authors":"R. Illum, M. Dahn","doi":"10.1109/KELVAR.2017.7961563","DOIUrl":"https://doi.org/10.1109/KELVAR.2017.7961563","url":null,"abstract":"As new and emerging technologies are introduced into schools, internet technology (IT) infrastructure, hardware, and support needs continue to grow. Coupled with these demands is the unknown nature of precisely how new and emerging technologies affect learning and collaboration in the classroom. This paper will investigate the use of OpenPTrack (OPT), an open-source person-tracking system, in classrooms at two different school sites: University Lab School and Esperanza Prep. Through these two cases we discuss the barriers presented by the use of emerging technologies in K-12 schools including IT needs, staff support, and pre-existing institutional structures.","PeriodicalId":184073,"journal":{"name":"2017 IEEE Virtual Reality Workshop on K-12 Embodied Learning through Virtual & Augmented Reality (KELVAR)","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128179242","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}
引用次数: 0
Towards a 3D Virtual Programming Language to increase the number of women in computer science education 向3D虚拟编程语言迈进,以增加计算机科学教育中的女性人数
F. Ortega, Santiago Bolivar, J. Bernal, A. Galvan, Katherine Tarre, N. Rishe, A. Barreto
{"title":"Towards a 3D Virtual Programming Language to increase the number of women in computer science education","authors":"F. Ortega, Santiago Bolivar, J. Bernal, A. Galvan, Katherine Tarre, N. Rishe, A. Barreto","doi":"10.1109/KELVAR.2017.7961558","DOIUrl":"https://doi.org/10.1109/KELVAR.2017.7961558","url":null,"abstract":"We propose a 3D Virtual Programming Language to provide an interactive tool for beginners and intermediate students. We believe that the direction of our research will help increase the recruitment and retention of women in CS. We developed an initial prototype and surveyed students to determine the figures that work best. Our results show that it is hard for CS students to provide clear 3D representations for programming concepts in some instances yet we were able to derive some common figures.","PeriodicalId":184073,"journal":{"name":"2017 IEEE Virtual Reality Workshop on K-12 Embodied Learning through Virtual & Augmented Reality (KELVAR)","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133207446","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}
引用次数: 10
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