INTERACTIVE 3D MODELS FOR THE TEACHING OF USERS WITH SEVERE VISUAL IMPAIRMENTS

2021 ◽  
Author(s):  
Alena Vondrakova ◽  
Vit Vozenilek ◽  
Radek Barvir ◽  
Jan Brus ◽  
Veronika Ruzickova
2017 ◽  
Vol 10 (3) ◽  
Author(s):  
Lukas Herman ◽  
Stanislav Popelka ◽  
Vendula Hejlova

This paper describes a new tool for eye-tracking data and their analysis with the use of interactive 3D models. This tool helps to analyse interactive 3D models easier than by time-consuming, frame-by-frame investigation of captured screen recordings with superimposed scanpaths. The main function of this tool, called 3DgazeR, is to calculate 3D coordinates (X, Y, Z coordinates of the 3D scene) for individual points of view. These 3D coordinates can be calculated from the values of the position and orientation of a virtual camera and the 2D coordinates of the gaze upon the screen. The functionality of 3DgazeR is introduced in a case study example using Digital Elevation Models as stimuli. The purpose of the case study was to verify the functionality of the tool and discover the most suitable visualization methods for geographic 3D models. Five selected methods are presented in the results section of the paper. Most of the output was created in a Geographic Information System. 3DgazeR works with generic CSV files, SMI eye-tracker, and the low-cost EyeTribe tracker connected with open source application OGAMA. It can compute 3D coordinates from raw data and fixations.


Author(s):  
Sanjeev Kumar Srivastava

This work presents datasets that can be used for getting a good understanding of an essential geoscience content knowledge that describe earth’s coordinate systems. This include coordinate system used for spherical/spheroidal earth with latitudes and longitudes and their subsequent transformations to 2d maps on a variety of media (paper as well as digital) using the process of map projections. The datasets include PDF documents that are embedded with 3d models, animations and mathematical equations. The dataset has separate PDF documents for geographic (for spherical earth) and projected (2d) coordinate systems. Additionally, the data set include individual 3d models that can be used in various digital systems (including apps) and the animations in mp4 format that can be watched on most of the modern digital devices.


Author(s):  
Samuel Reinders

Blind and low-vision (BLV) people experience difficulty accessing graphical information, particularly regarding travel and education. Tactile diagrams and 3D printed models can improve access to graphical information for BLV people; however, these formats only allow limited detailed and contextual information. Interactive 3D printed models (I3Ms) exist, but many rely on passive audio labels that don't particularly empower BLV people in independent knowledge building and interpretation. This project investigates the creation of I3Ms that offer more engaging experiences with a focus on facilitating independent exploration and knowledge discovery. Specifically, this project explores how BLV people want to interact with I3Ms, interactive functionalities and behaviours that I3Ms should support, such as conversational interfaces and model agency, and to understand the relationship between I3Ms and conventional accessible graphics.


2021 ◽  
Author(s):  
Selma Alispahić ◽  
◽  
Selma Rizvić ◽  

Digital technologies offer a new way to communicate and experience cultural heritage. It is now becoming possible to virtually recreate the original appearance of cultural monuments and enable the users to take virtual walks exploring interactive 3D models of objects preserved only in remains. Virtual Reality (VR) is a technology that transfers the users to a different place and time through devices called Head Mounted Displays (HMD) and enables a total immersion in another reality.


2019 ◽  
Vol 12 (3) ◽  
Author(s):  
Malek El Kouzi ◽  
Omar Bani-Taha ◽  
Victoria McArthur

In this paper, we present a usability evaluation of a custom AR educational tool designed to improve students’ understanding of the similarities and differences between plant and animal cells. We argue that the design of the Augmented Reality Plant & Animal Cells (ARPAC) tool promotes a self-driven approach to learning by presenting textbook content as interactive, 3D models that can be uncovered by exploring sections of their school textbooks with our app. Furthermore, the design of ARPAC can be mapped easily onto other subjects, providing teachers with additional pedagogical tools to utilize in the classroom. Preliminary results of a usability study support our initial design of a textbook-driven AR application to support learning in science subjects.


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