Pub Date : 2023-03-18DOI: 10.1109/ICIET56899.2023.10111208
Adam I. Attwood, Saeid SamadiDana
Schools have become increasingly influenced by what has been called the Social Internet of Things (SIoT). As many schools transitioned to online teaching and learning in 2020 because of the COVID-19 pandemic, there is a need to analyze data on technology adoption in schools for changes and continuity since the inception of increasingly popular smartphones since 2007 that has affected videoconferencing, blended learning, and the flipped classroom concept. In this study, videoconference technology is the main factor analyzed in relation to IoT and schools in which handheld devices are considered gateways to further integration of schools into an IoT framework. The researchers analyze a selection of a 2009 dataset and a 2019 dataset from the National Center for Education Statistics (United States) to discuss teachers’ perceptions of technology, especially the use of handheld devices and videoconference technology. Recommendations for educator preparation programs (EPPs) are made based on the discussion of the results of this analysis in context with the events of 2020 for why EPPs could emphasize flipped classroom design models within an SIoT framework.
{"title":"Teachers’ Perceptions of Videoconferencing and Smartphones in a Retrospective Analysis 2009-2020: An Educational Social Internet of Things Framework","authors":"Adam I. Attwood, Saeid SamadiDana","doi":"10.1109/ICIET56899.2023.10111208","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111208","url":null,"abstract":"Schools have become increasingly influenced by what has been called the Social Internet of Things (SIoT). As many schools transitioned to online teaching and learning in 2020 because of the COVID-19 pandemic, there is a need to analyze data on technology adoption in schools for changes and continuity since the inception of increasingly popular smartphones since 2007 that has affected videoconferencing, blended learning, and the flipped classroom concept. In this study, videoconference technology is the main factor analyzed in relation to IoT and schools in which handheld devices are considered gateways to further integration of schools into an IoT framework. The researchers analyze a selection of a 2009 dataset and a 2019 dataset from the National Center for Education Statistics (United States) to discuss teachers’ perceptions of technology, especially the use of handheld devices and videoconference technology. Recommendations for educator preparation programs (EPPs) are made based on the discussion of the results of this analysis in context with the events of 2020 for why EPPs could emphasize flipped classroom design models within an SIoT framework.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"69 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132903823","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}
Pub Date : 2023-03-18DOI: 10.1109/ICIET56899.2023.10111430
C. Lo, Yan-Mei Song
There is an increasing interest for people to meet and interact in virtual online environments, including Gather.Town, especially during the COVID-19 pandemic and in the post-pandemic world. We present a scoping review of 11 empirical studies in Gather.town—a 2D Metaverse using a game-like interface with video-chat in which people can create their own virtual spaces and act as avatars to interact with each other for various purposes. To identify knowledge gaps, we summarized the included articles in terms of their application contexts, research issues, research methods, and key findings. We found that most of them were conducted in educational settings with a focus on students’ learning experiences and perceptions. The findings of the reviewed studies generally suggested that the use of Gather.town benefited users’ engagement. However, the available evidence was mostly based on short interventions (e.g., one session) and self-reported measures (e.g., surveys and interviews). This review concluded by presenting several research gaps for future research (e.g., studies with a longer duration and using more objective measurements of learning achievement and work results).
{"title":"A Scoping Review of Empirical Studies in Gather.town","authors":"C. Lo, Yan-Mei Song","doi":"10.1109/ICIET56899.2023.10111430","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111430","url":null,"abstract":"There is an increasing interest for people to meet and interact in virtual online environments, including Gather.Town, especially during the COVID-19 pandemic and in the post-pandemic world. We present a scoping review of 11 empirical studies in Gather.town—a 2D Metaverse using a game-like interface with video-chat in which people can create their own virtual spaces and act as avatars to interact with each other for various purposes. To identify knowledge gaps, we summarized the included articles in terms of their application contexts, research issues, research methods, and key findings. We found that most of them were conducted in educational settings with a focus on students’ learning experiences and perceptions. The findings of the reviewed studies generally suggested that the use of Gather.town benefited users’ engagement. However, the available evidence was mostly based on short interventions (e.g., one session) and self-reported measures (e.g., surveys and interviews). This review concluded by presenting several research gaps for future research (e.g., studies with a longer duration and using more objective measurements of learning achievement and work results).","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"117 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133530460","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}
Pub Date : 2023-03-18DOI: 10.1109/ICIET56899.2023.10111463
Sayuri Chida, Ken'ichi Minamino
This study seeks to improve the performance of students with low motivation and grades in university mathematics. Objective and subjective data were collected simultaneously from e-learning and using motivation tests, respectively, and analyzed by employing machine learning. Then, the results were provided as feedback to learners, which enabled them to undertake self-regulated learning. The results show that post-intervention, the average final exam score is significantly different for the experimental and control groups at 71.9 and 66.2 points, respectively (two-sided t-test; alpha = 0.05; t (89) = 2.35, p = 0.0105). This demonstrates that the feedback provided was helpful for students' learning outcomes. This made it possible to reflect on one's own learning activities by using relative evaluation feedback. This outcome is important in that it can promote self-regulated learning and enable better learning activities.
本研究旨在改善大学数学低年级学生的学习表现。分别从电子学习和动机测试中同时收集客观和主观数据,并利用机器学习进行分析。然后,将结果反馈给学习者,使他们能够进行自我调节学习。结果显示,干预后,实验组和对照组的期末考试平均成绩分别为71.9分和66.2分,差异有统计学意义(双侧t检验;Alpha = 0.05;T (89) = 2.35, p = 0.0105)。这表明所提供的反馈对学生的学习成果是有帮助的。这使得通过使用相对评价反馈来反思自己的学习活动成为可能。这个结果很重要,因为它可以促进自我调节学习,并使更好的学习活动成为可能。
{"title":"Effectiveness of Relative Evaluation Feedback Using Motivation Tests and Learning Data in University Mathematics","authors":"Sayuri Chida, Ken'ichi Minamino","doi":"10.1109/ICIET56899.2023.10111463","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111463","url":null,"abstract":"This study seeks to improve the performance of students with low motivation and grades in university mathematics. Objective and subjective data were collected simultaneously from e-learning and using motivation tests, respectively, and analyzed by employing machine learning. Then, the results were provided as feedback to learners, which enabled them to undertake self-regulated learning. The results show that post-intervention, the average final exam score is significantly different for the experimental and control groups at 71.9 and 66.2 points, respectively (two-sided t-test; alpha = 0.05; t (89) = 2.35, p = 0.0105). This demonstrates that the feedback provided was helpful for students' learning outcomes. This made it possible to reflect on one's own learning activities by using relative evaluation feedback. This outcome is important in that it can promote self-regulated learning and enable better learning activities.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130639480","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}
Pub Date : 2023-03-18DOI: 10.1109/ICIET56899.2023.10111198
Yueming Yang, Chase Augustine, Christopher Werts, Yongzhe Wang, Jordan Sherwin
In this paper, we create a learning path and curate projects that let students learn certain computational concepts in a consistent way that bridges story, conversation, visual programming, and text-based programming. Our approach is to provide young children with both visual and text-based programming materials that are directly associated with the computational logic in some selected children’s daily dialogues and stories. We demonstrate this combo-design idea with examples of roleplaying, Snap! program, and Python code. Our design pattern and examples could be adapted to other suitable children’s activities in different school settings on a variety of technology platforms.
{"title":"Build Bridges between Conversation, Story, Visual Programming, and Text-based Programming in K-8 Education","authors":"Yueming Yang, Chase Augustine, Christopher Werts, Yongzhe Wang, Jordan Sherwin","doi":"10.1109/ICIET56899.2023.10111198","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111198","url":null,"abstract":"In this paper, we create a learning path and curate projects that let students learn certain computational concepts in a consistent way that bridges story, conversation, visual programming, and text-based programming. Our approach is to provide young children with both visual and text-based programming materials that are directly associated with the computational logic in some selected children’s daily dialogues and stories. We demonstrate this combo-design idea with examples of roleplaying, Snap! program, and Python code. Our design pattern and examples could be adapted to other suitable children’s activities in different school settings on a variety of technology platforms.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"117 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130007480","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}
Pub Date : 2023-03-18DOI: 10.1109/ICIET56899.2023.10111121
Wan-Chia Huang, Cheng-Liang Shih, I. T. Anggraini, N. Funabiki, Chih-Peng Fan
In this study, the proposed self-practice dynamic Yoga system at home with instructor-user synchronization provided a new score calculation as user’s feedback. By following the guide of the instructor’s video, a proper score feedback indicates whether the user’s dynamic Yoga is good or bad, and helps users to understand how to improve their movements and postures. In the new score calculation, it considers two types of scores. The first type of scores is "Shape_scores", and the system compared the similarity of static postures between the instructor and user, and then the "Shape_scores" is calculated through the scoring system based on fuzzy rules with the angle difference values between the instructor and user. The second type of scores is "Delay_scores" by appending on the human’s average reaction time and average recognition time as thresholds to set the five different regions to give the scores for delays. By weighting these two scores and then summing them up, a new score is calculated finally. In the experimental results, the score schemes between the "Shape_scores" and the "Delay_scores" are discussed, and the tester is a lazy mode user who means the user simulates the elderly to observe the influence on the two different scores calculations.
{"title":"Human’s Reaction Time Based Score Calculation of Self-practice Dynamic Yoga System for User’s Feedback by OpenPose and Fuzzy Rules","authors":"Wan-Chia Huang, Cheng-Liang Shih, I. T. Anggraini, N. Funabiki, Chih-Peng Fan","doi":"10.1109/ICIET56899.2023.10111121","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111121","url":null,"abstract":"In this study, the proposed self-practice dynamic Yoga system at home with instructor-user synchronization provided a new score calculation as user’s feedback. By following the guide of the instructor’s video, a proper score feedback indicates whether the user’s dynamic Yoga is good or bad, and helps users to understand how to improve their movements and postures. In the new score calculation, it considers two types of scores. The first type of scores is \"Shape_scores\", and the system compared the similarity of static postures between the instructor and user, and then the \"Shape_scores\" is calculated through the scoring system based on fuzzy rules with the angle difference values between the instructor and user. The second type of scores is \"Delay_scores\" by appending on the human’s average reaction time and average recognition time as thresholds to set the five different regions to give the scores for delays. By weighting these two scores and then summing them up, a new score is calculated finally. In the experimental results, the score schemes between the \"Shape_scores\" and the \"Delay_scores\" are discussed, and the tester is a lazy mode user who means the user simulates the elderly to observe the influence on the two different scores calculations.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114319871","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}
Pub Date : 2023-03-18DOI: 10.1109/ICIET56899.2023.10111282
Zerong Song, Yuanyuan Wang
The establishment of traditional crafts is not only the pursuit of craftsmanship, the inheritance and innovation of traditional crafts, but also a microcosm of the history of an era. In recent years, users have also been using online forms to browse regionally specific traditional crafts. However, there are numerous and varied traditional crafts, and users do not have an intuitive and comprehensive overview of the traditional crafts in that region. Therefore, in this work, we aim to develop a visualization system for traditional crafts to help users better understand local traditional crafts and to promote the enhancement of traditional crafts and regional revitalization. For this, we utilize text mining with sentiment analysis to visualize traditional crafts designated by the Minister of Economy, Trade, and Industry (METI). Text mining of traditional crafts enables users to learn about the characteristics of local traditional crafts, and sentiment analysis of traditional crafts allows users to understand the emotional characteristics of the crafts that reflect their history. Finally, we developed a visualization system for traditional crafts and validated its usefulness, and we confirmed that users could learn about local traditional crafts comprehensively and intuitively.
{"title":"Visualization System for Traditional Crafts based on Text Mining with Sentiment Analysis","authors":"Zerong Song, Yuanyuan Wang","doi":"10.1109/ICIET56899.2023.10111282","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111282","url":null,"abstract":"The establishment of traditional crafts is not only the pursuit of craftsmanship, the inheritance and innovation of traditional crafts, but also a microcosm of the history of an era. In recent years, users have also been using online forms to browse regionally specific traditional crafts. However, there are numerous and varied traditional crafts, and users do not have an intuitive and comprehensive overview of the traditional crafts in that region. Therefore, in this work, we aim to develop a visualization system for traditional crafts to help users better understand local traditional crafts and to promote the enhancement of traditional crafts and regional revitalization. For this, we utilize text mining with sentiment analysis to visualize traditional crafts designated by the Minister of Economy, Trade, and Industry (METI). Text mining of traditional crafts enables users to learn about the characteristics of local traditional crafts, and sentiment analysis of traditional crafts allows users to understand the emotional characteristics of the crafts that reflect their history. Finally, we developed a visualization system for traditional crafts and validated its usefulness, and we confirmed that users could learn about local traditional crafts comprehensively and intuitively.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129868402","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}
In recent years, information technology has been widely used in the field of education, which has played a positive role in promoting the education reform of higher education. In view of the disconnection between theoretical teaching and practical teaching in undergraduate education, it is necessary for teachers and students to study and solve the problem together. In this paper, based on the learning of Robot Principles and Application, from the perspective of undergraduate students in the integration of theory and practice, this paper summarizes the project-driven way to realize the student-subject learning mode: students learn theoretical knowledge independently and design "knowledge-experiment-test" software as the task, to realize the integration of theory and practice learning method. The application of this method in teaching plays a positive role in the cultivation of students' creativity and has important significance in deepening the reform of education.
{"title":"Exploration and Practice of the Integration of Theory and Practice Based on Lessons of Robot Principle and Application","authors":"Zhixuan Qi, Yinuo Liu, Jiankun Pan, Xiangzhang Tian, Hao-Lun Sun, Shuying Zhao","doi":"10.1109/ICIET56899.2023.10111460","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111460","url":null,"abstract":"In recent years, information technology has been widely used in the field of education, which has played a positive role in promoting the education reform of higher education. In view of the disconnection between theoretical teaching and practical teaching in undergraduate education, it is necessary for teachers and students to study and solve the problem together. In this paper, based on the learning of Robot Principles and Application, from the perspective of undergraduate students in the integration of theory and practice, this paper summarizes the project-driven way to realize the student-subject learning mode: students learn theoretical knowledge independently and design \"knowledge-experiment-test\" software as the task, to realize the integration of theory and practice learning method. The application of this method in teaching plays a positive role in the cultivation of students' creativity and has important significance in deepening the reform of education.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129644411","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}
Pub Date : 2023-03-18DOI: 10.1109/ICIET56899.2023.10111328
Yunzhu Chen, Jirarat Sitthiworachart
With the development of technology in recent years, teachers, in educational settings, are more accessible to utilize various digital media tools in teaching procedures than ever before. Micro-learning has been referred to enhance foreign language learning and performance in the most efficient and effective method possible through short pieces of content. However, few studies investigated the effect of micro-learning on English word learning for those who are ESL learners using a specific mobile application. Therefore, this study aims to find out what factors affect the English wording learning of College students using Superstar, which is a mobile application with micro-learning. Evaluating how micro-learning promotes the capacity, motivation, and satisfaction of English word learning than the traditional learning method. Mixed methods research was used to collect data from 84 freshman in China. The results indicate that using Superstar to learn English vocabulary help to improve the capacity and motivation of college students in English word learning. Superstar as a mobile application for English word learning might be helpful for ESL learners as well.
{"title":"Mobile Micro-Learning in English Vocabulary Learning","authors":"Yunzhu Chen, Jirarat Sitthiworachart","doi":"10.1109/ICIET56899.2023.10111328","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111328","url":null,"abstract":"With the development of technology in recent years, teachers, in educational settings, are more accessible to utilize various digital media tools in teaching procedures than ever before. Micro-learning has been referred to enhance foreign language learning and performance in the most efficient and effective method possible through short pieces of content. However, few studies investigated the effect of micro-learning on English word learning for those who are ESL learners using a specific mobile application. Therefore, this study aims to find out what factors affect the English wording learning of College students using Superstar, which is a mobile application with micro-learning. Evaluating how micro-learning promotes the capacity, motivation, and satisfaction of English word learning than the traditional learning method. Mixed methods research was used to collect data from 84 freshman in China. The results indicate that using Superstar to learn English vocabulary help to improve the capacity and motivation of college students in English word learning. Superstar as a mobile application for English word learning might be helpful for ESL learners as well.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128942804","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}
Pub Date : 2023-03-18DOI: 10.1109/ICIET56899.2023.10111439
Keeshia Aliah P. Altura, Hassan Edridge C. Madjalis, Marck Daniel G. Sungahid, Elcid A. Serrano, Ramon L. Rodriguez
In the Philippines, a barangay is the smallest administrative unit serving as suburban neighborhoods’ first line of defense. According to Bautista, barangays conduct a manual file-based process of storing the community’s health information. Therefore, the need for a single platform enables a small government unit to manage its resources while being transparent to its community. The study aims to develop a web- based barangay health information system portal for Barangay 69 District 1 in Tondo Manila. The system would be a reference tool for barangays as their platform provides inventory management, the barangay’s health programs, and a dashboard for data visualization inventory management, tracking of Covid cases, administration of health activities, and a dashboard for data visualization. As a result, the web portal is functional, and different test scenarios show above-average results. The study concludes that the system provided a platform for the barangay and its residents. It also concludes that it is user-friendly and efficiently disseminates the barangay’s health programs and activities.
{"title":"Development of a Web-Portal Health Information System for Barangay","authors":"Keeshia Aliah P. Altura, Hassan Edridge C. Madjalis, Marck Daniel G. Sungahid, Elcid A. Serrano, Ramon L. Rodriguez","doi":"10.1109/ICIET56899.2023.10111439","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111439","url":null,"abstract":"In the Philippines, a barangay is the smallest administrative unit serving as suburban neighborhoods’ first line of defense. According to Bautista, barangays conduct a manual file-based process of storing the community’s health information. Therefore, the need for a single platform enables a small government unit to manage its resources while being transparent to its community. The study aims to develop a web- based barangay health information system portal for Barangay 69 District 1 in Tondo Manila. The system would be a reference tool for barangays as their platform provides inventory management, the barangay’s health programs, and a dashboard for data visualization inventory management, tracking of Covid cases, administration of health activities, and a dashboard for data visualization. As a result, the web portal is functional, and different test scenarios show above-average results. The study concludes that the system provided a platform for the barangay and its residents. It also concludes that it is user-friendly and efficiently disseminates the barangay’s health programs and activities.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128321042","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}
Pub Date : 2023-03-18DOI: 10.1109/ICIET56899.2023.10111097
Xiaoyin Wang, M. Rivera, Lisette Isais, Corbin Styles
Virtual and augmented reality is an emerging approach of visualization that provides immersive experience to users. The approach has been widely adopted in different domains such as training, remote conference, navigation, gaming, etc. In education, it has also been widely adopted. For example, the 3D virtual solar system scene has been implemented in multiple applications to help young kids and students to learn basic astronomical knowledge. However, most existing approaches focus on creating virtual objects that simulate real-world objects but on a different scale. In this paper, we propose DOVAR, a novel VR/AR-based visualization approach that visualizes real-time and accumulated data directly on virtual objects. In particular, DOVAR adds data points as colored accessories at different surfaces (i.e. polygons) of the 3D models in a VR or AR environment. Our experiment study on different usage cases shows that visualization technique can be helpful in teaching scientific concepts.
{"title":"DOVAR: Data-on-Object Visualization with Virtual and Augmented Reality in Scientific Education","authors":"Xiaoyin Wang, M. Rivera, Lisette Isais, Corbin Styles","doi":"10.1109/ICIET56899.2023.10111097","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111097","url":null,"abstract":"Virtual and augmented reality is an emerging approach of visualization that provides immersive experience to users. The approach has been widely adopted in different domains such as training, remote conference, navigation, gaming, etc. In education, it has also been widely adopted. For example, the 3D virtual solar system scene has been implemented in multiple applications to help young kids and students to learn basic astronomical knowledge. However, most existing approaches focus on creating virtual objects that simulate real-world objects but on a different scale. In this paper, we propose DOVAR, a novel VR/AR-based visualization approach that visualizes real-time and accumulated data directly on virtual objects. In particular, DOVAR adds data points as colored accessories at different surfaces (i.e. polygons) of the 3D models in a VR or AR environment. Our experiment study on different usage cases shows that visualization technique can be helpful in teaching scientific concepts.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127831432","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}