scholarly journals Hololens el nuevo perfil de realidad aumentada para la competencia educativa

Author(s):  
Juan Carlos Rodríguez-Campos ◽  
Mariana Rico-Chagollán

Currently, in education there are challenges that place the teacher in the need to acquire new knowledge for the development of new skills and didactic skills that can foster attitudes in students with a positive assessment of divergent, creative and critical thinking, as well as work Multidisciplinary, orderly and responsible, in adapting to change. The augmented reality Hololens is the direct or indirect vision of a real-world physical environment. If it is a technology that helps enrich the vision of our real environment complete with information from the digital world, it allows to create images and animations with total interactivity with the user in real time within a three-dimensional environment. The research focuses on the use of a new technology that allows to display three-dimensional images and interact with large volumes of data, which can be implemented in the different sector including education, due to the advancement of this technology and thanks to mobile devices It has greater processing capacity and includes digital cameras, state-of-the-art sensors and global location systems, possible development of more precise systems with augmented reality, since this technology allows something that until recently was unthinkable, mixing digital information with situations real three-dimensional, having an impact on the new academic profiles of higher level students.

2013 ◽  
Vol 1 (1) ◽  
pp. 129-133 ◽  
Author(s):  
James Katz

The emerging era of mobile communication transcends the traditional privileging of text and voice to draw upon sensations of augmented reality, especially in terms of the visual domain. Thus one will be able to have new views of the local environment (mobile visual services). In terms of the former, the sense of sight is increasingly being brought to bear on the nexus of physical environment and digital information, yielding literally novel and unprecedented views. This article assesses examples of these services and the way they inter-mix previously separate domains, but also create new layers of monitoring of self and others. In particular, it notes conflicts at the levels of public policy and individual privacy and autonomy.


Author(s):  
Carlos Sánchez-Azqueta ◽  
Esther Cascarosa ◽  
Santiago Celma ◽  
Cecilia Gimeno ◽  
Concepción Aldea

Augmented reality is gaining presence in the classroom because it allows to combine the physical environment and digital information in real time. An implementation of augmented reality that is attracting great attention are quick response codes because they can be read immediately in smartphones and tablets using free apps. A teaching field where it is beneficial to provide a prompt access to supplementary materials are laboratory sessions in scientific–technical disciplines. There, students realize complex measurement tasks using specific instrumentation, and so it is convenient to access technical documentation and explanations of the measurement process during the session. This work describes how quick response codes can be introduced in laboratory sessions to provide links to specifically designed supporting resources. Thanks to this strategy, an improvement in the acquisition of experimental skills has been observed as well as a better and quicker realization of the practical sessions.


2019 ◽  
Vol 9 (14) ◽  
pp. 2929 ◽  
Author(s):  
Aleš Procházka ◽  
Tatjana Dostálová ◽  
Magdaléna Kašparová ◽  
Oldřich Vyšata ◽  
Hana Charvátová ◽  
...  

Augmented reality has a wide range of applications in many areas that can extend the study of real objects into the digital world, including stomatology. Real dental objects that were previously examined using their plaster casts are often replaced by their digital models or three-dimensional (3D) prints in the cyber-physical world. This paper reviews a selection of digital methods that have been applied in dentistry, including the use of intra-oral scanning technology for data acquisition and evaluation of fundamental features of dental arches. The methodology includes the use of digital filters and morphological operations for spatial objects analysis, their registration, and evaluation of changes during the treatment of specific disorders. The results include 3D models of selected dental arch objects, which allow a comparison of their shape and position during repeated observations. The proposed methods present digital alternatives to the use of plaster casts for semiautomatic evaluation of dental arch measures. This paper describes some of the advantages of 3D digital technology replacing real world elements and plaster cast dental models in many areas of classical stomatology.


The integration of physical reality and layers of digital information in real time can be diverse (text, symbols, audio, video, and/or three-dimensional objects) with the result of enriching or altering the information of the physical reality. It is also usual in the everyday context of citizens. In other words, augmented reality has been used for years, for example, to mark an offside game in football or to alter the face in real time. Regarding the computer and mobile applications, they are those related to the AR, and it is an increasingly widespread technology in the daily environment with potential in the educational field. Educational software creators have noticed that teachers can make a didactic use of AR technology in the classroom. Beyond contributing to educate in a responsible use of AR, with an adequate didactic approach, AR implies important advantages such as improving of motivation, participation, commitment to the object of study, teamwork, and procedure improvement.


Ars Educandi ◽  
2016 ◽  
pp. 23-31
Author(s):  
Hussein Bougsiaa

The article presents Augmented reality (AR) as a step between reality and virtual reality for the benefit of education. After some introductory example of where AR heads, the technology will be explained itself. Then, I describe the modules of the AR that are developed and how it can be used in university courses and activities.AR is the mid-point on a continuum between the real physical world around us, and the virtual digital world online superimposing information on our sensory experiences as we move through time and space. Viewing physical objects through a mobile’s camera, AR uses image recognition, geo-location, the device’s accelerometer, and online databases to provide information relevant in time and space to the user. Research continues into different interaction methods and display possibilities making engagement with online data more natural and intuitive. The article explores current research in AR and associated technologies in order to understand possibilities for learners today and in the future.This literature review focuses on AR for learning that utilize mobile, context-aware technologies (e.g., smartphones, tablets), which enable participants to interact with digital information embedded within the physical environment. Summarizing research findings about AR in formal and informal learning environments (i.e., schools, universities, museums, parks, zoos, etc.), with an emphasis on the affordances and limitations associated with AR as it relates to teaching, learning, and instructional design. As a cognitive tool and pedagogical approach, AR is primarily aligned with situated and constructivist learning theory, as it positions the learner within a real-world physical and social context while guiding, scaffolding and facilitating participatory and meta-cognitive learning processes such as authentic inquiry, active observation, peer coaching, reciprocal teaching and legitimate peripheral participation with multiple modes of representation.


Pólemos ◽  
2016 ◽  
Vol 10 (1) ◽  
pp. 125-141
Author(s):  
Mara Logaldo

Abstract Augmented Reality (AR) is increasingly changing our perception of the world. The spreading of Quick Response (QR), Radio Frequency (RFID) and AR tags has provided ways to enrich physical items with digital information. By a process of alignment the codes can be read by the cameras contained in handheld devices or special equipment and add computer-generated contents – including 3-D imagery – to real objects in real time. As a result, we feel we belong to a multi-layered dimension, to a mixed environment where the real and the virtual partly overlap. Fashion has been among the most responsive domains to this new technology. Applications of AR in the field have already been numerous and diverse: from Magic Mirrors in department stores to 3-D features in fashion magazines; from augmented fashion shows, where models are covered with tags or transformed into walking holograms, to advertisements consisting exclusively of more or less magnified QR codes. Bodies are thus at the same time augmented and encrypted, offered to the eye of the digital camera to be transfigured and turned into a secret language which, among other functions, can also have that of becoming a powerful tool to bypass censorship.


2019 ◽  
Vol 11 (2) ◽  
Author(s):  
Jessica Carlina

Jajanan Pasar is a term for Indonesian traditional snacks, a part of Indonesian culture that has been forgotten by the young generation. Three-dimensional (3D) animation and Augmented Reality (AR) can be used as a medium for introducing this culture to children aged 4 to 6. Because, in AR, visual between real and digital world can be altered, so the visual of 3D models can be enjoyed from various sides. This study focuses on 3D visualization for AR that packaged in 5 set of puzzles. Each piece has an illustration of the ingredients for making 5 kinds of Jajanan Pasar, after all, puzzle pieces of each set get arranged, a new 3D model of traditional snacks will be appeared. The data was collected using literature and existing studies method. The purpose of this study is to create an optimal 3D visualization for AR that will be applicated for mobile devices. Conclusion from this project are the polygon count and target marker’s quality, affect the appearance of the 3D model in AR form.


2019 ◽  
Vol 8 (4) ◽  
pp. 5940-5949 ◽  

Kujang products, which are reproduced by a number of micro businesses in West Java, have not been able to increase public interest in preserving them as high value tourism products. Kujang's image as a "valuable" local culture-based product in the community is still low. This results in a still low level of quantity and quality of tourism based on local culture, especially those related to Kujang. Although the government has launched a work program to achieve the target for the next five years.. One way that can be done to improve the image. This paper aims to design a digital-based information system, to strengthen sustainable imagery related to local culture-based cleaver products. The digital information system design techniques are carried out using Augmented Reality technology. The design of information systems about Kujang products is not only targeted at students, but also at the national and international public. Based on the usability test results using the Sumi approach obtained a statistical value of 71 for general evaluation, indicating that the information system about Kujang products is very useful. This information system is more accessible, and preferred by the public because it is equipped with an attractive three-dimensional display. Augmented Reality Technology can even become a learning medium that supports the curriculum, especially in historical sub material. Augmented Reality technology in the information system about Kujang is able to increase public interest in knowing more about Kujang information, and can be upgraded to an edu-tourism idea that collaborates with the Kujang micro business.


2019 ◽  
Vol 15 (01) ◽  
pp. 1-8
Author(s):  
Ashish C Patel ◽  
C G Joshi

Current data storage technologies cannot keep pace longer with exponentially growing amounts of data through the extensive use of social networking photos and media, etc. The "digital world” with 4.4 zettabytes in 2013 has predicted it to reach 44 zettabytes by 2020. From the past 30 years, scientists and researchers have been trying to develop a robust way of storing data on a medium which is dense and ever-lasting and found DNA as the most promising storage medium. Unlike existing storage devices, DNA requires no maintenance, except the need to store at a cool and dark place. DNA has a small size with high density; just 1 gram of dry DNA can store about 455 exabytes of data. DNA stores the informations using four bases, viz., A, T, G, and C, while CDs, hard disks and other devices stores the information using 0’s and 1’s on the spiral tracks. In the DNA based storage, after binarization of digital file into the binary codes, encoding and decoding are important steps in DNA based storage system. Once the digital file is encoded, the next step is to synthesize arbitrary single-strand DNA sequences and that can be stored in the deep freeze until use.When there is a need for information to be recovered, it can be done using DNA sequencing. New generation sequencing (NGS) capable of producing sequences with very high throughput at a much lower cost about less than 0.1 USD for one MB of data than the first sequencing technologies. Post-sequencing processing includes alignment of all reads using multiple sequence alignment (MSA) algorithms to obtain different consensus sequences. The consensus sequence is decoded as the reversal of the encoding process. Most prior DNA data storage efforts sequenced and decoded the entire amount of stored digital information with no random access, but nowadays it has become possible to extract selective files (e.g., retrieving only required image from a collection) from a DNA pool using PCR-based random access. Various scientists successfully stored up to 110 zettabytes data in one gram of DNA. In the future, with an efficient encoding, error corrections, cheaper DNA synthesis,and sequencing, DNA based storage will become a practical solution for storage of exponentially growing digital data.


2020 ◽  
Author(s):  
Hongfeng Sheng ◽  
Weixing Xu ◽  
Bin Xu ◽  
Hongpu Song ◽  
Di Lu ◽  
...  

UNSTRUCTURED The retrospective study of Taylor's three-dimensional external fixator for the treatment of tibiofibular fractures provides a theoretical basis for the application of this technology. The paper collected 28 patients with tibiofibular fractures from the Department of Orthopaedics in our hospital from March 2015 to June 2018. After the treatment, the follow-up evaluation of Taylor's three-dimensional external fixator for the treatment of tibiofibular fractures and concurrency the incidence of the disease, as well as the efficacy and occurrence of the internal fixation of the treatment of tibial fractures in our hospital. The results showed that Taylor's three-dimensional external fixator was superior to orthopaedics in the treatment of tibiofibular fractures in terms of efficacy and complications. To this end, the thesis research can be concluded as follows: Taylor three-dimensional external fixation in the treatment of tibiofibular fractures is more effective, and the incidence of occurrence is low, is a new technology for the treatment of tibiofibular fractures, it is worthy of clinical promotion.


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