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2016 IEEE Virtual Reality Workshop on K-12 Embodied Learning through Virtual & Augmented Reality (KELVAR)最新文献

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Neozoa: An immersive, interactive sandbox for the study of competing Neozoa:用于研究竞争的沉浸式交互式沙盒
A. Knote, Sarah Edenhofer, S. Mammen
In this paper, we present an interactive simulation game with the objective to understand the mutual interferences of competitive (ant) species by experiencing their behaviour in a novel way. To reach that goal, the simulation makes use of current virtual reality devices (specifically the Oculus Rift DK2) to increase the level of immersion for the user. The focus of our research lies on the design and simulation of the foraging strategies of two antagonistic ant species, as well as the creation of an accessible experimentation environment. In particular, an invasive species based on the Argentine Ant (Lipethima Humile) is introduced into an ecosystem already populated by a native species modelled along the Black Garden Ant (Lasius Niger). The user can then use virtual tools inspired by real-life means to control the spreading of ants and help the native species to survive despite being inferior to the invasive ant. Options include manipulating pheromones used by the ants for navigation and, thereby, influencing the mechanism of mutual identification, or placing obstacles that block the ants' path. Also, many key parameters that control the ants can be modified during runtime. An integrated logging mechanism allows to collect data which can be processed by standard tools. The simulation also offers a dynamic, nature-inspired interactive example of the Ant Colony Optimization principle and can help to make natural processes more accessible.
在本文中,我们提出了一个交互式模拟游戏,目的是通过以一种新的方式体验竞争(蚂蚁)物种的行为来理解它们之间的相互干扰。为了达到这个目标,模拟利用了当前的虚拟现实设备(特别是Oculus Rift DK2)来增加用户的沉浸感。我们的研究重点在于设计和模拟两种敌对蚂蚁的觅食策略,以及创造一个可接近的实验环境。特别是,一种基于阿根廷蚂蚁(Lipethima Humile)的入侵物种被引入到一个已经由黑花园蚂蚁(Lasius Niger)模拟的本地物种占据的生态系统中。然后,用户可以使用受现实生活方式启发的虚拟工具来控制蚂蚁的传播,并帮助本地物种生存下来,尽管它们比入侵蚂蚁差。选择包括操纵蚂蚁导航使用的信息素,从而影响相互识别的机制,或者设置障碍物阻止蚂蚁的路径。此外,可以在运行时修改控制蚂蚁的许多关键参数。集成的日志机制允许收集可由标准工具处理的数据。模拟还提供了一个动态的,受自然启发的蚁群优化原理的交互式示例,可以帮助使自然过程更容易访问。
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引用次数: 5
Exploration of kinesthetic gaming for enhancing elementary math education using culturally responsive teaching methodologies 探索动觉游戏在促进小学数学教育中的文化响应教学方法
Angelos Barmpoutis, Qianwen Ding, Lisa Anthony, W. Eugene, Marko Suvajdzic
In this paper a novel computer-assisted culturally responsive teaching (CRT) framework is presented for teaching mathematics to 5th grade students. The curricular basis for this framework is Gloria Jean Merriex's award winning curriculum program, which uses music and body gestures to help students build associations between mathematical concepts and culturally inspired metaphors. The proposed framework uses low-cost kinesthetic sensors along with a embodied virtual reality gamimg environment that extends such proven CRT methodologies from a traditional classroom into a digital form. A pilot study was performed to investigate the efficacy of this framework in 5th grade students. A group of 35 students participated in this study and the results are discussed in detail.
本文提出了一种新的计算机辅助文化响应教学(CRT)框架,用于五年级学生的数学教学。该框架的课程基础是Gloria Jean Merriex的获奖课程计划,该计划使用音乐和肢体动作来帮助学生在数学概念和文化启发的隐喻之间建立联系。提出的框架使用低成本的动觉传感器以及虚拟现实游戏环境,将这种经过验证的CRT方法从传统教室扩展到数字形式。本研究进行了一项初步研究,以调查该框架在五年级学生中的有效性。本研究以35名学生为研究对象,对研究结果进行了详细的讨论。
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引用次数: 8
Towards the development of guidelines for educational evaluation of augmented reality tools 为增强现实工具的教育评估制定指导方针
Manoela Silva, R. Roberto, V. Teichrieb, P. S. Cavalcante
Augmented Reality (AR) is heralded to be a promising technology for education. Thus, it is important to properly evaluate it so practitioners feel more confident in its use. Considering the current lack of studies to evaluate AR based educational technology, this work aims to provide some guidelines in order to assist researchers when conducting educational evaluations. The proposed principles were based on both theoretical and practical research. The guidelines presented involve the use of multiple metrics, both quantitative and qualitative, high involvement of teachers and a comprehensive evaluation taking into account both formative and summative aspects. Two practical evaluation experiences were designed applying these principles and their findings are discussed in this paper.
增强现实(AR)被认为是一种很有前途的教育技术。因此,正确地评估它是很重要的,这样从业者就会对它的使用更有信心。考虑到目前缺乏基于AR的教育技术评估研究,本研究旨在提供一些指导方针,以协助研究人员进行教育评估。提出的原则是基于理论和实践研究。所提出的指导方针涉及使用定量和定性的多种衡量标准,教师的高度参与以及考虑到形成性和总结性方面的综合评价。本文运用这些原理设计了两个实际的评价经验,并对其结果进行了讨论。
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引用次数: 15
Voxar puzzle motion: an innovative ar application proposed using design techniques Voxar拼图运动:使用设计技术提出的创新ar应用程序
R. Roberto, Manoela Silva, D. Freitas, Yvonne C. C. A. Lima, Vinícius Emanuel Miranda Silva, Cristiano C. Araújo, J. M. Teixeira, V. Teichrieb
This work presents and discusses the creation of an application to the Voxar Puzzle, an AR platform that has been built in order to promote children's education in a fun and lively way. The application was conceived using a well-structured methodology named Create Innovation Pack that is based on the design thinking theory. This method aims at helping to exploit the potential of a technology to deliver value to the user of a field, which in this case is children education. It applies the use of interdisciplinary teams with complementary skills, in which the technology developers are key members. The goal is to conceive solutions that are both innovative and with high impact potential. Thus, the application presented in this work was generated by teachers, educational researchers, a designer, AR researchers and an entrepreneur whose solutions proposed aimed to meet three criteria: desirability, viability and feasibility. The application conceived, the Voxar Puzzle Motion, therefore, combines knowledge from different areas: education, design, computer science and entrepreneurship. It is aimed at children aged 3 to 8 years old and intends to foster their motor skills as well as their logic-mathematical and logic reasoning cognitive abilities.
这项工作提出并讨论了一个应用程序的创建,Voxar拼图,一个AR平台,已经建立,以促进儿童的教育在一个有趣和活泼的方式。该应用程序是使用基于设计思维理论的结构良好的名为Create Innovation Pack的方法构思的。这种方法旨在帮助开发一种技术的潜力,为某一领域的用户提供价值,在这种情况下是儿童教育。它采用具有互补技能的跨学科团队,其中技术开发人员是关键成员。我们的目标是构思出既具有创新性又具有高影响力潜力的解决方案。因此,在这项工作中提出的应用程序是由教师、教育研究人员、设计师、AR研究人员和企业家产生的,他们提出的解决方案旨在满足三个标准:可取性、可行性和可行性。因此,这款名为Voxar Puzzle Motion的应用程序结合了来自不同领域的知识:教育、设计、计算机科学和创业。它针对3 - 8岁的儿童,旨在培养他们的运动技能以及逻辑数学和逻辑推理的认知能力。
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引用次数: 2
Mobile tracked displays as engaging and effective learning platforms 移动跟踪显示是引人入胜和有效的学习平台
E. Tanner, S. Savadatti, Benjamin Manning, K. Johnsen
We present the design of a novel educational virtual reality application to aid undergraduate engineering students in understanding the basic principles of fluid mechanics. The application was deployed on a tablet computer, and we compared two 3D userinterfaces, which differed primarily by locomotion technique. The first technique employed multi-touch gestures. The second technique used a mobile-tracked display. We conducted a pilot study with 23 participants, divided into two groups according to user-interface type. We restricted participants to undergraduate engineering students in an engineering statics course that were familiar with free-body diagrams of distributed loads but had not been taught the principles of fluid mechanics. Participants answered applied visual reasoning questions and theoretical questions, while they interacted with the application. Our results indicate that a mobile-tracked display is a usable, engaging approach, but results were unclear with respect to learning.
我们设计了一个新颖的教育虚拟现实应用程序,以帮助工科本科生理解流体力学的基本原理。该应用程序部署在平板电脑上,我们比较了两种3D用户界面,其主要区别在于运动技术。第一种技术采用多点触控手势。第二种技术使用移动跟踪显示器。我们对23名参与者进行了初步研究,根据用户界面类型分为两组。我们将参与者限定为工程静力学课程的工科本科生,这些学生熟悉分布载荷的自由体图,但没有学过流体力学原理。参与者在与应用程序互动的同时回答了应用视觉推理问题和理论问题。我们的研究结果表明,移动跟踪显示器是一种可用的、引人入胜的方法,但在学习方面的结果尚不清楚。
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引用次数: 3
期刊
2016 IEEE Virtual Reality Workshop on K-12 Embodied Learning through Virtual & Augmented Reality (KELVAR)
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