Transiting between Representation Technologies and Teaching/Learning Descriptive Geometry

3D Printing ◽  
2017 ◽  
pp. 204-227
Author(s):  
Janice de Freitas Pires ◽  
Luisa Dalla Vecchia ◽  
Adriane Almeida da Silva Borda

Teaching descriptive geometry, in the context of this study, is characterized by the continuous investment in recognizing digital representation technologies which can enhance the didactic activities in architectural training. This study describes this trajectory which includes the use of virtual reality, augmented reality and parametric modelling, as well as freehand drawing and the production of physical models both by automating the unfolding process and by digital fabrication processes of 3D printing and laser cutting. In addition to questioning the relevance and sustainability of the infrastructure needed to ensure the continuation of this trajectory, the potentialities identified in each of the learning activities that have been structure, are shown. Although these potentialities are specific to this context, it is considered that this type of record contributes to understand the issues being faced in teaching practices.

Author(s):  
Janice de Freitas Pires ◽  
Luisa Dalla Vecchia ◽  
Adriane Almeida da Silva Borda

Teaching descriptive geometry, in the context of this study, is characterized by the continuous investment in recognizing digital representation technologies which can enhance the didactic activities in architectural training. This study describes this trajectory which includes the use of virtual reality, augmented reality and parametric modelling, as well as freehand drawing and the production of physical models both by automating the unfolding process and by digital fabrication processes of 3D printing and laser cutting. In addition to questioning the relevance and sustainability of the infrastructure needed to ensure the continuation of this trajectory, the potentialities identified in each of the learning activities that have been structure, are shown. Although these potentialities are specific to this context, it is considered that this type of record contributes to understand the issues being faced in teaching practices.


2020 ◽  
Vol 12 (7) ◽  
pp. 2728
Author(s):  
Ferran Calabuig-Moreno ◽  
María Huertas González-Serrano ◽  
Javier Fombona ◽  
Marta García-Tascón

Technology has been gradually introduced into our society, and the field of education is no exception due to technology’s ability to improve the teaching–learning process. Furthermore, within the area of physical education (PE), its importance has been highlighted by the existence of specific apps for physical activity that can be used inside and outside the classroom to assess physical condition, as well as through the potential that virtual and augmented reality can have in such assessment. Therefore, the main objectives for this study were (1) to perform a bibliometric analysis of the articles published in the Web of Science (WoS) on technology in PE and (2) to analyze the articles published on augmented or virtual reality in PE found through this search. The results show that although studies on technology in PE (461 articles) have begun to consolidate over the last five years (there was a turning point in 2015), with the USA being the most influential country in this area, specific research on the use of augmented reality (AR) and virtual reality (VR) is still at a very early stage (22 articles with a small growth in 2017), with Spain being the most influential country; much more research is needed to achieve its consolidation.


Author(s):  
Santiago González Izard ◽  
Juan Antonio Juanes Méndez

The influence of augmented reality (RA) and virtual reality (RV) techniques is analyzed in the process of teaching-learning for the human anatomy subject, in particular in health science students. For this purpose, two applications have been designed for mobile devices and virtual reality glasses with the purpose of incorporating these techniques in teaching for the study of human anatomy to facilitate the students with better learning of anatomical body contents through these technological procedures. In this way it is intended to achieve a better transmission of knowledge to students in an effective, visual, interactive, and close way. The authors believe that these technological tools constitute an excellent complementary medium to the traditional atlases, facilitating the learning of the anatomical structures.


Author(s):  
Fernando Elemar Vicente dos Anjos ◽  
Luiz Alberto Oliveira Rocha ◽  
Débora Oliveira da Silva ◽  
Rodrigo Pacheco ◽  
Divina Márcia Borges Pinheiro

Cognitive approaches to teaching generate learning through the interaction between the subject and object of study. One of the strategies to create this interaction is related to the application of virtual and augmented reality in the teaching-learning processes. Through a systematic literature review, this work aims to describe the approaches used to measure the impacts on student learning who used virtual reality (VR) and augmented reality (AR) in the teaching-learning processes of engineering courses, the impacts on learning, and student satisfaction. The surveys showed that 70% of research analyzed, students who used virtual reality or augmented reality learned more, and 90% of the research described that students who used virtual or augmented reality were more satisfied with the new approach than the traditional teaching approach. The conclusion is that there are positive impacts, in the vast majority of cases, on learning and the satisfaction of students who use virtual or augmented reality in the teaching-learning processes applied in engineering courses.


2019 ◽  
Vol 64 ◽  
pp. 01008
Author(s):  
Ebrahim Poustinchi

Mixed Robotic Interface is a project-based design-research investigation, studying new ways of creating hybridized cyber-physical design and experience interfaces, at the intersection of robotics—as its core component, and augmented reality, game design, projection mapping, and digital fabrication. Mixed Robotic Interface Г—as part of Mixed Robotic Interface series of research projects, focuses on using “actual” and “virtual” robot arms as a possible creative medium and extensions of design/gaming environment creating immersive atmospheres for “experiencing” design. This research questions the possibilities of creating an architectural/spatial atmosphere through digitally enhanced experiences. Different from some of the current experiments with augmented reality (AR), virtual reality (VR) and projection-mapping in architecture, Mixed Robotic Interface Г is not looking into “immersive” experience as a way to “blur” the boundaries of digital and physical—similar to virtual reality experience with headsets. Instead, Mixed Robotic Interface Г creates a recognizable gap between real and virtual to open up a creative space for the user/audience to be involved between these two mediums. Mixed Robotic Interface Г uses para-fictional storytelling as a way to engage the audience with the experience and to create continues atmospheric qualities.


Urology ◽  
2020 ◽  
Vol 143 ◽  
pp. 20-32 ◽  
Author(s):  
Nicole Wake ◽  
Jeffrey E. Nussbaum ◽  
Marie I. Elias ◽  
Christine V. Nikas ◽  
Marc A. Bjurlin

Author(s):  
Cristina Portalés ◽  
Sergio Casas ◽  
Pau Alonso-Monasterio ◽  
María José Viñals

The acquisition, digital representation and interaction of cultural heritage (CH) assets is of high interest for an accurate documentation of our cultural legacy. Detailed studies demand more information on the assets apart from the mere visual appearance or even shape of objects. In this regards, some research works can be found that combine shape with other kind of data, such as radiometric (e.g., IR, thermal radiation, etc.) or semantic information, leading to multi-Dimensional (mD) virtual objects. In this chapter, we review the state of the art of different techniques to deal with mD acquisition of CH tangible assets. We also discuss some representation (e.g., visual, sonic, etc.) and interaction approaches to enhance the value of CH by means of the technologies of virtual reality (VR) and augmented reality (AR), considering also the application of these techniques to tourism. Finally, we also point out some current needs and technological barriers that need to be tackled by the research community regarding the acquisition and dissemination of heritage.


2017 ◽  
Vol 10 (2) ◽  
pp. 140-151 ◽  
Author(s):  
Timothy Hyungsoo Jung ◽  
M. Claudia tom Dieck

Purpose This paper aims to propose a value co-creation framework through examining the opportunities of implementing augmented reality, virtual reality and 3D printing into the visitor experience at cultural heritage places. Design/methodology/approach This study proposes the conceptual model of value co-creation using a case-study approach by presenting some cases of a cultural heritage place in the UK. Findings The findings of this study suggest that the effective use of multiple technologies in the context of cultural heritage places contributes to the co-creation of value for both cultural heritage organisations and also for visitors’ pre-visit, onsite and post-visit experience. Businesses can benefit from increased spending, intention to return and positive word-of-mouth, while visitors receive a personalised, educational, memorable and interactive experience. Practical implications Cultural heritage places have to find new ways to survive increasingly fierce competition. Using technology and the concept of value co-creation can prove to be a valuable concept in an attempt to attract new target markets, enhance visitors’ experience, create positive word-of-mouth and revisit intentions. Originality/value Recently, increased importance has been placed on the co-creation of value to account for consumers' interest in playing some part in the development of services and products. This study takes a holistic approach using augmented reality, virtual reality and 3D printing from a value co-creation perspective.


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