虚拟行程作为海洋生物学实地考察的补充工具

Aida Verdes, Patricia Álvarez-Campos, C. Navarro, Marta Pola, Y. Lucas
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引用次数: 2

摘要

扩展现实通过计算机生成的交互将真实和虚拟环境结合起来,允许扩展和扩展用户的感官体验。目前,最著名的扩展现实体验是增强现实(ar)和虚拟现实(vr),它们正逐渐被纳入从营销到医疗保健等领域。尽管实施estastecnologías教育仍然是最近,显示出巨大的潜力,因为fomentande大幅度和学生的学习动机,学习distintosestilos进行调整,在一定程度上减少社会不平等,并促进inclusividady注意多样性教室里。在这个工作,我们的一个项目incorporaelementos ar和RV大学学习,目的是提供unaexperiencia有利于跳水在主题/场课complementelas做法与海洋生物学有关的课程。我们提供了材料设计和制作过程的详细信息,以促进和便利任何感兴趣的教师使用这些工具。抽象文本现实技术通过计算机生成的交互将真实和虚拟环境结合起来,允许扩展和放大用户的感官体验。目前,最广为人知的扩展现实体验是增强现实(AR)和虚拟现实(VR),它们越来越多地被纳入从营销到医疗保健的广泛领域。尽管这些技术在教育中的应用相对较新,但它们已经显示出巨大的潜力,因为它们显著提高了学生的积极性和学习能力,适应不同的学习方式,在一定程度上减少了社会不平等,并促进了课堂上的包容性和多样性做法。在这项工作中,我们提出了一个将AR和VR纳入大学教学的项目,目的是提供一种沉浸式学习体验,补充托林生物学和动物学相关课程的实地工作实践。利用360º图像和开源软件Roundme,我们开发了一个虚拟行程,通过O Grove(加利西亚,西班牙)的岩石海岸,学生可以观察和研究与不同潮间带相关的生物多样性。我们还制作了一个水下VR 360º视频,让学生在Cabo de gata - nijar自然公园海洋保护区(almeria,西班牙)体验虚拟古巴潜水。在这次虚拟潜水中,学生可以观察和识别与海洋toPosidonia oceanica草地有关的丰富生物多样性,以及该海洋保护区的其他特征物种和群落,即使它们不能游泳或距离海岸数百公里。最后,我们还设计了一个AR应用程序,允许通过智能手机可视化具有代表性的海洋无脊椎动物3D模型和内部解剖视频。The 3Dmodels民工created with The app Qlone and integrated with里亚尔订立using The softwareCreator to应为The app VitrinasXR which can be with The Scope开放app查阅。AR和VR是最有可能改变教育、显著促进课堂动机和学习的工具之一。这些工具的技术进步和普及使它们易于教师和学生使用,使它们能够在教育中发挥作用。具体来说,应用这些技术开发虚拟课程和实地考察带来了额外的好处,使来自各种社会经济背景的学生能够接触到这些课程,提供了适应不同学习方式的灵活性,并促进了课堂上的包容性和多样性做法。在此,我们提供关于我们的海洋生物AR和VR教学材料的设计和制作的详细信息,以促进和鼓励任何感兴趣的各方在高等教育中使用它们。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Itinerarios virtuales como herramientas complementarias a las salidas de campo de Biología Marina
Resumen La realidad extendida combina entornos reales y virtuales mediante interacciones generadas por ordenador, permitiendo extender y ampliar las experiencias sensoriales del usuario. Actualmente, las experiencias de realidad extendida más conocidas son la realidad aumentada (RA) y la realidad virtual (RV) que se están incorporando de manera incremental en áreas que abarcan desde el marketing, a la sanidad. A pesar de que la aplicación de estas tecnologías a la educación es aún reciente, muestran un enorme potencial ya que fomentan de manera significativa la motivación y aprendizaje de los estudiantes, se adaptan a distintos estilos de aprendizaje, reducen en cierta medida desigualdades sociales, y facilitan la inclusividad y atención a la diversidad en el aula. En este trabajo, presentamos un proyecto que incorpora elementos de RA y RV a la docencia universitaria, con el objetivo de proporcionar una experiencia de aprendizaje que favorezca la inmersión en el tema/asignatura y que complemente las prácticas de campo de asignaturas relacionadas con la biología marina. Proporcionamos información detallada sobre el proceso diseño y creación del material para promover y facilitar el uso de estas herramientas a cualquier docente interesado. Abstract Extended reality technologies combine real and virtual environments through computer generated interactions, allowing to extend and amplify the sensory experiences of the user. Currently, the most widely known extended reality experiences are augmented reality (AR) and virtual reality (VR) which are being increasingly incorporated in a wide variety of areas that range from marketing to health care. Despite the relatively recent application of these technologies in education they have already shown an enormous potential, as they significantly improve student motivation and learning, adapt to different learning styles, reduce social inequalities to some extent, and facilitate inclusiveness and diversity practices in the classroom. In this work, we present a project that incorporates AR and VR to university teaching, with the aim of offering an immersive learning experience that complements field work practices in courses related to marine biology and zoology. Using 360º images and the open source software Roundme, we have developed a virtual itinerary through a rocky shore in O Grove (Galicia, Spain), in which students can observe and study the biodiversity associated to the distinct intertidal zones. We have also created an underwater VR 360º video that allows students to experience a virtual SCUBA dive in the Marine Reserve of Parque Natural de Cabo de Gata-Níjar (Almería, Spain). During this virtual dive, students can observe and identify the rich biodiversity associated to Posidonia oceanica meadows as well as other characteristic species and communities of this marine protected area, even if they can’t swim or if they are hundreds of kilometers away from the coast. Lastly, we have also designed an AR app that allows the visualization of representative marine invertebrate 3D models and internal anatomy videos through a smartphone. The 3D models were created with the app Qlone and integrated with QR codes using the software Creator to develop the app VitrinasXR, which can be accessed with the open source app Scope. AR and VR are among the tools with the most potential to revolutionize education, significantly promoting motivation and learning in the classroom. The technological advances and popularity of these tools has made them easy to use for both the teachers and the students, allowing their effective use in education. Specifically, the application of these technologies to develop virtual itineraries and field trips has added benefits, allowing access to students from all socio-economic backgrounds, providing flexibility to adapt to different learning styles, and promoting inclusivity and diversity practices in the classroom. Here, we provide detailed information regarding the design and creation of our marine biology AR and VR teaching materials, in order to facilitate and encourage their use in higher education by any interested party.
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