There Is Nothing to See. Or Is There?

Author(s):  
Josef Buchner ◽  
Julia Weißenböck

Augmented Reality has the potential of transforming teaching. By applying this technology themselves, students progress from consumers of technology to producers of their own digital content, and they can make it available to a large audience and create an immersive learning experience. After a language trip to Scotland, teachers and two classes of 17-year-old students from a school in Salzburg, Austria, decided to present the outcome of their project work from their stay abroad in a more interactive and innovative way. Instead of inviting parents and friends to an evening of PowerPoint, the students designed AR posters and visitors were invited to an interactive gallery walk during which they had the chance to explore thematic posters related to Scotland. While at first glance the posters seem rather bland, digital content, which the students produced, opens up by scanning the pictures on the poster with a special AR app. This project successfully combines language and digital skills and has shown to motivate students to engage even deeper with their topic.

INOVA-TIF ◽  
2018 ◽  
Vol 1 (1) ◽  
Author(s):  
Suprapto . ◽  
Safaruddin H. Al Ikhsan.,S.Kom, M.Kom ◽  
Fitrah Satrya Fajar Kusumah.,S.Kom, M.Kom

<p>Augmented Reality(AR) bertujuan untuk menggembangkan teknologi dengan penggabungan secara real-time terhadap digital content yang dibuat oleh komputer di dunia nyata.Perkembangan AR saat ini sudah sangat berkembang dalam berbagai bidang, tetapi masih saja dalam pengembangannya masih minim, karena hal tersebut didapatkanlah ide untuk membuat suatu hal yang berbeda dengan menggunakan teknologi AR tersebut. Menggabungkan sebuah<br />kunjungan lokasi ke suatu tempat dengan teknologi AR, adalah suatu hal yang jarang ditemui karenannya akan menjadi suatu hal yang menarik. Metode yang digunakan menggunakan metode marker based traking untuk menampilkan objek gambar yang akan dikunjungi, dengan demikian jika kita orang lain ingin melakukan kunjungan lokasi kita tidak perlu langsung berkunjung ke lokasi tersebut cukup membawa marker yang sudah ada maka sudah terwakili. Dengan demikian<br />sebuah kunjungan lokasi dapat dipermudah karena hanya cukup dengan membawa marker.</p>


2020 ◽  
Vol 18 (3) ◽  
pp. 411-432
Author(s):  
Veronica I. Kabalina ◽  
◽  
Anna V. Makarova ◽  
Kira V. Reshetnikova ◽  
◽  
...  

Motivating the working population to master digital skills is an important condition for the digital transformation of the Russian economy and companies. The article examines the relationship between the general level of motivation for learning digital skills and a number of factors, assesses the average level of motivation for four groups of skills, and compares the level of motivation between groups of workers and their motives. Empirical data were obtained by conducting an online survey of the working population in March 2020, the target sample was 116 respondents. It was revealed that the general level of motivation of workers to learn decreases with the increasing complexity of digital skills. The hypotheses about the relationship between the level of motivation and the perceived difficulty of using information and communication technologies and previous learning experience were confirmed. Differences between the groups of workers in the level of motivation and the degree of mastering specialized digital skills, related to the nature of the work were revealed. A higher interest in mastering this group of skills, as well as the degree of mastering them, was demonstrated by the group of managers. The strongest motive for acquiring digital skills is the need to use them at work.


2021 ◽  
pp. 104383
Author(s):  
Abdullah M. Baabdullah ◽  
Abdulellah A. Alsulaimani ◽  
Alhasan Allamnakhrah ◽  
Ali Abdallah Alalwan ◽  
Yogesh K. Dwivedi ◽  
...  

2021 ◽  
Vol 2021 (1) ◽  
pp. 20-29
Author(s):  
I. Malinina ◽  

The article analyzes the use of augmented reality (AR) in creative projects of contemporary art. Features of application of augmented reality technologies are investigated. The author reviews the possibilities and options for using augmented reality technology to support museums and galleries. This article will help contemporary artists to better understand these technologies, understand the role of AR in modern society and assess its prospects. Analysis of scientific research has shown that the use of augmented reality in art is increasingly of interest to artists and scientists. There are also articles dedicated to improving the learning experience of art gallery visitors using augmented reality. The present study reveals the chronology of research on this phenomenon. An analysis of the experience of Ukrainian, European and American artists and designers in the implementation of AR‑technologies in the field of culture has also been conducted, on the basis of which a system of thematic areas of augmented reality in contemporary art has been presented. There are five areas where augmented reality in the field of art is used. These are museums of history and art and exhibition halls, art city tourism, film industry, concerts and television. But it turns out that the number of these areas is not final. Eventually, AR will be used in other art venues. The materials of this article provide recommendations for the spread of augmented reality technologies in art. With the help of these technologies, the image of an innovative progressive museum and exhibition hall, open to new opportunities, can be created, which gives the opportunity to attract new visitors, generating a unique complex interactive experience. So far, augmented reality is used exclusively in art, but more and more artists and designers are beginning to move towards interactive implementations in their work. Many of these authorial experiments grow into unique creative projects and provide enormous advantages in the system of culture and art.


Author(s):  
Steffi De Martino ◽  
Foaad Haddod ◽  
Vince Briffa ◽  
Vanessa Camilleri ◽  
Alexiei Dingli ◽  
...  

Author(s):  
Lia DiBello ◽  
Whit Missildine

Instructional design has not kept pace with the growth of the globalized knowledge economy. In the area of project management, a volatile global economy requires immersive learning and training exercises targeted to expert learners that have not yet been widely adopted. The authors developed a 16-hour, immersive collective learning experience for mid- to high-level project managers. The exercise was carried out in the Second Life Virtual Worlds platform and aimed to accelerate learning among participants. In addition, the authors tested a number of questions about the capacity of Virtual Worlds to be used for running complex, immersive learning and training. Results indicate that participants experienced high levels of engagement with exercise and, in the second iteration, were able to achieve goals within the exercise. Various technological breakdowns pointed to both the downsides as well as the opportunities for Virtual Worlds to be used for immersive rehearsal engagements.


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