{"title":"虚拟现实和增强现实教育:小组讨论","authors":"Kening Zhu","doi":"10.1145/2993363.3006041","DOIUrl":null,"url":null,"abstract":"Since the last few decades, virtual reality (VR) and augmented-reality (AR) interfaces have shown the potential to enhance teaching and learning, by combining physical and virtual worlds and leveraging the advantages of both [Yannier et al. 2015]. Educators from different countries have been experimenting this technology in their education systems. In 2007, Hougang Elementary school in Singapore applied an AR prototype in a typical primary (11 years-old) class to facilitate the learning of seed germination and plant growth, and indicated significant engagement and motivation encouraged by the use of the technology [Pang et al. 2007]. More recently, the advanced development of the VR devices has make VR an affordable and suitable interface for educations in different levels, including primary schools, secondary schools, colleges, and universities. In particular, virtual sandbox environment [min 2015], as defined as the VR environments that allow users to freely move through a virtual world, choose how/when to approach objectives, and create domain-specific mods, serve as a good candidate for teachers to design VR-based teaching and learning environment, and for students to explore the new knowledge freely. Motivated by the rapid development of AR and VR, this panel invites representatives from Hong Kong, Australia, and UK. The discussion will focus on the application of AR and VR technologies in different levels of education.","PeriodicalId":427927,"journal":{"name":"SIGGRAPH ASIA 2016 Symposium on Education: Talks","volume":"11 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"9","resultStr":"{\"title\":\"Virtual reality and augmented reality for education: panel\",\"authors\":\"Kening Zhu\",\"doi\":\"10.1145/2993363.3006041\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Since the last few decades, virtual reality (VR) and augmented-reality (AR) interfaces have shown the potential to enhance teaching and learning, by combining physical and virtual worlds and leveraging the advantages of both [Yannier et al. 2015]. Educators from different countries have been experimenting this technology in their education systems. In 2007, Hougang Elementary school in Singapore applied an AR prototype in a typical primary (11 years-old) class to facilitate the learning of seed germination and plant growth, and indicated significant engagement and motivation encouraged by the use of the technology [Pang et al. 2007]. More recently, the advanced development of the VR devices has make VR an affordable and suitable interface for educations in different levels, including primary schools, secondary schools, colleges, and universities. In particular, virtual sandbox environment [min 2015], as defined as the VR environments that allow users to freely move through a virtual world, choose how/when to approach objectives, and create domain-specific mods, serve as a good candidate for teachers to design VR-based teaching and learning environment, and for students to explore the new knowledge freely. Motivated by the rapid development of AR and VR, this panel invites representatives from Hong Kong, Australia, and UK. The discussion will focus on the application of AR and VR technologies in different levels of education.\",\"PeriodicalId\":427927,\"journal\":{\"name\":\"SIGGRAPH ASIA 2016 Symposium on Education: Talks\",\"volume\":\"11 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-11-28\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"9\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"SIGGRAPH ASIA 2016 Symposium on Education: Talks\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2993363.3006041\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"SIGGRAPH ASIA 2016 Symposium on Education: Talks","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2993363.3006041","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 9
摘要
在过去的几十年里,虚拟现实(VR)和增强现实(AR)界面通过结合物理世界和虚拟世界并利用两者的优势,显示出增强教学和学习的潜力[Yannier et al. 2015]。来自不同国家的教育工作者一直在他们的教育系统中试验这项技术。2007年,新加坡后港小学(Hougang Elementary school)在一个典型的小学(11岁)班级中应用了AR原型,以促进种子发芽和植物生长的学习,并通过使用该技术显示出显著的参与度和积极性[Pang et al. 2007]。最近,VR设备的先进发展使VR成为不同层次教育(包括小学,中学,学院和大学)负担得起的合适界面。特别是虚拟沙盒环境[min 2015],定义为允许用户在虚拟世界中自由移动,选择如何/何时接近目标,并创建特定领域模型的VR环境,是教师设计基于VR的教学环境的良好选择,也是学生自由探索新知识的良好选择。由于AR和VR的快速发展,本小组邀请了来自香港、澳大利亚和英国的代表。讨论将集中在AR和VR技术在不同层次教育中的应用。
Virtual reality and augmented reality for education: panel
Since the last few decades, virtual reality (VR) and augmented-reality (AR) interfaces have shown the potential to enhance teaching and learning, by combining physical and virtual worlds and leveraging the advantages of both [Yannier et al. 2015]. Educators from different countries have been experimenting this technology in their education systems. In 2007, Hougang Elementary school in Singapore applied an AR prototype in a typical primary (11 years-old) class to facilitate the learning of seed germination and plant growth, and indicated significant engagement and motivation encouraged by the use of the technology [Pang et al. 2007]. More recently, the advanced development of the VR devices has make VR an affordable and suitable interface for educations in different levels, including primary schools, secondary schools, colleges, and universities. In particular, virtual sandbox environment [min 2015], as defined as the VR environments that allow users to freely move through a virtual world, choose how/when to approach objectives, and create domain-specific mods, serve as a good candidate for teachers to design VR-based teaching and learning environment, and for students to explore the new knowledge freely. Motivated by the rapid development of AR and VR, this panel invites representatives from Hong Kong, Australia, and UK. The discussion will focus on the application of AR and VR technologies in different levels of education.