scholarly journals Evaluación de software en la producción de objetos en Realidad Aumentada con fines educativos

2019 ◽  
Vol 19 (60) ◽  
Author(s):  
Julio Cabero Almenara ◽  
Carmen Llorente Cejudo

El interés del presente artículo está destinado a evaluar las posibilidades que ofrece el software de producción de Realidad Aumentada (RA) existente en el momento actual para su incorporación en el ámbito educativo, con el objeto de identificar aquellas características que se adecuen a las necesidades de los docentes que pretendan diseñarlos, producirlos e incorporarlos a sus aulas. Para ello se construyó un cuestionario destinado a indagar sobre el grado de conocimiento que los expertos que evaluaron los diferentes software poseían de diferentes programas existentes en el mercado para la producción de objetos en RA. Entre los resultados obtenidos, destacar que, ante la falta de estudios que valoren el software de producción de objetos de aprendizaje en RA, el presente trabajo aporta indicaciones, tanto para la selección del mismo, como para tener criterios para su valoración. De las conclusiones obtenidas, destacar que el trabajo ha permitido identificar los diez programas que son más conocidos por los expertos en los momentos en los cuales se realizan, como por ejemplo: Arlab, Armedia, Arpa, ARTTolkit, Aurasma, Blippar, Designers artoolkit, Layar, Vuforia y Wikitude. This article has the main interest to evaluate the possibilities offered by the existing Augmented Reality (AR) production software for its incorporation into the educational field, in order to identify those characteristics that meet the needs of teachers who intend to design, produce and incorporate them into their classrooms. For this purpose, a questionnaire was created to investigate the degree of knowledge that the experts who evaluated the different software possessed of different existing programs in the market for the production of objects in AR. Among the results obtained, it should be noted that, in the absence of studies that assess the production software of learning objects in AR, this work provides indications, both for the selection of the same, and to have criteria for its assessment. From the conclusions obtained, highlight that the work has allowed identifying the ten programs that are most known by the experts at the moments in which they are made, such as: Arlab, Armedia, Arpa, ARTTolkit, Aurasma, Blippar, Designers artoolkit, Layar, Vuforia and Wikitude

2021 ◽  
Vol LXIV (5) ◽  
pp. 503-519
Author(s):  
Evgenia Goranova ◽  
◽  
Valentina Voinohovska ◽  

The article presents an approach applied in the online training of pre-service teachers to acquire digital competence. The content of the concept of ‘digital competence’ in its sustainable and variable component is clarified. The understanding of ‘augmented reality’ to e-learning objects is presented. Two forms of ‘augmented reality’ have been proposed to visualize video information to a clarified concept. The first one is presented via a QR code for quick access and applicable for mobile learning. The other is provided by icons and is applicable to e-learning with a computer. It is believed that ‘augmented reality’ can differentiate students’ online learning according to the field-dependent and field-independent cognitive style and their preferences on the use of different digital learning devices.


Author(s):  
Bing Yi ◽  
Renkai Sun ◽  
Long Liu ◽  
Yongfeng Song ◽  
Yinggui Zhang

Abstract It is a challenge for the dynamic inspection of railway route for freight car transporting cargo that out-of-gauge. One possible way is using the inspection frame installed in the inspection train to simulate the whole procedure for cargo transportation, which costs a lot of manpower and material resources as well as time. To overcome the above problem, this paper proposes an augmented reality (AR) based dynamic inspection method for visualized railway routing of freight car with out-of-gauge. First, the envelope model of the dynamic moving train with out-of-gauge cargo is generated by using the orbital spectrum of the railway, and the envelope model is matched with a piece of homemade calibration equipment located on the position of the railway that needs to be inspected. Then, the structure from motion (SFM) algorithm is used to reconstruct the environment where the virtual envelope model occludes the buildings or equipment along the railway. Finally, the distance function is adopted to calculate the distance between the obstacle and the envelope of the freight car with out-of-gauge, determining whether the freight car can pass a certain line. The experimental results show that the proposed method performs well for the route selection of out-of-gauge cargo transportation with low cost, high precision, and high efficiency. Moreover, the digital data of the environments along the railway and the envelope of the freight car can be reused, which will increase the digitalization and intelligence for route selection of out-of-gauge cargo transportation.


Author(s):  
Marisa Pascarelli Agrello ◽  
Marianina Impagliazzo ◽  
Joaquim José Escola

ResumoNo presente artigo apresentamos a experiência realizada com o uso dos softwares de realidade aumentada (RA) e a realidade virtual (RV) em cenários para o Ensino das Ciências objetivando atender a Era da Educação 4 por meio de manipulação de objetos virtuais.Com aplicações distintas, as duas tecnologias são complementares e se configuram como ferramentas adicionais aos docentes com a proposta de elevar a qualidade das aulas e a geração de uma aprendizagem significativa representando uma ponte entre a educação e a tecnologia. Como objetos virtuais de aprendizagem (OVA), deverão ser usados em sala de aula como forma de enriquecimento das experiências práticas por meio da representação virtual de temas e contextos tornando mais ativa, contextualizada e efetiva o processo de apreensão do mundo. Palavras-chave: realidade virtual, realidade aumentada, ensino das ciências, tecnologias educacionais. Abstract In the present article we present the experience with the use of software of augmented reality (RA) and virtual reality (VR) in scenarios for the Teaching of Sciences in order to attend the Age 4 of Education through manipulation of virtual objects, the two technologies are complementary and are configured as additional tools for teachers with the proposal of raising the quality of lessons and generating meaningful learning as a bridge between education and technology. As virtuais learning objects, they should be used in the classroom as a way to enrich practical experiences through virtual representation of themes and contexts, making the process of apprehension of the world more active, contextualized and effective. Keywords: virtual reality, augmented reality, science teaching, educational technologies.


2017 ◽  
Vol 2 (02) ◽  
Author(s):  
Ardhariksa Zukhruf Kurniullah

New media or convergence, in a few years we often hear, especially the convergence of media that are often associated with new media that is now developing, particularly media-related technology development. The rapidly of media convergence growthto advances in technology these days, especially when the advent of the Internet and the digitization of information. This media convergence brings together the name "three-C" (computing, communication, and content). Once of product a media convergence is transmediaa, in the paradigm of Transmedia, no longer known specific profession. Eg profession as creators of the film, director, screenwriter, animator, producer of the TV program, game creators, content developers, comic artist, broadcaster, author, novelist even journalists. Everything sublimate into a new capacity, the Story Teller. Selection of the research issue at Volkswagon simulation of interactive digital advertising is a new study in the field of advertising in Indonesia, especially on the concept of transmedia storytelling approach to advertising and media convergence. This study use qualitative research approach. While research method used in this research is the method of observation with descriptive type. Data collection techniques in this study using advertising document observation that in this case the advertisement print of Volkswagen Augmented Reality and literature studies / literature. From the results of research conducted can be obtained conclusion that the power of Transmedia Storytelling on this Volkwagon print reinforces a story. The impact is that consumers will be more emotionally attached to the main products and variants and derivatives. The concept of transmedia storytelling advertising can be effective in the process of imaging and delivery of advertising messages, so that the audience can engage fully in augmented reality.. Keywords: convergence, transmedia,storytelling, digital, augmented reality


Author(s):  
Yassine El Borji ◽  
Mohammed Khaldi

This chapter aims to strengthen the integration of serious games in the educational field by providing tools to monitor and assist the progress of learners/players. The main idea is to address the integration aspects and the deployment of serious games in adaptive e-learning systems based on the automatic package and the export of serious games as reusable learning objects (LO). This integration will allow SGs to benefit from the tracking and support features offered by the LMS. On the other hand, LMS can supplement their training offer and reach a certain maturity. The approach aims to meet the specific needs of SGs in terms of metadata so that they can be described, indexed, and capitalized. This is a new application profile of the IEEE LOM standard entitled “SGLOM” integrating fields to describe SGs not only in a technical sense but also by examining the pedagogical and playful criteria. The authors also focus on the integration and extraction aspects of SGs in an LMS using the ADL SCORM 2004 data model that defines how content can be packaged as a SCORM PIF (package interchange file).


2007 ◽  
Vol 18-19 ◽  
pp. 63-68 ◽  
Author(s):  
G. Senthil Kumaran ◽  
K.R. Santhi ◽  
P.M.Rubesh Anand

The ability to view constructions virtually before using the real resources to construct them has been of main interest in civil engineering over a long period of time. This has been achieved partially through virtual reality. Virtual Reality helps in visualizing the operations on computer generated jobsites and to study the available alternate plans. Even though the latest software in virtual reality helps us in designing and drawing the plans, the question of reality still arises. The plans that are done in computer sometimes do not match with the real practical applications. This shows that it is difficult to bring the experiences of practical world into the computer. In order to overcome the gap between the real and virtual environments, this paper highlights the use of Augmented Reality (AR) in all the areas of civil engineering instead of using Virtual Reality. This paper describes the developing augmented reality technology and its various application domains in civil engineering.


2021 ◽  
pp. 1356336X2110659
Author(s):  
Jessica Mangione ◽  
Melissa Parker ◽  
Mary O'Sullivan

Neoliberalism is a pervasive phenomenon. A fundamental neoliberal concept allows for the selection of the best and most suitable option available for a specific course of action in any aspect of society. Not unexpectedly, the educational field, including physical education (PE), has been influenced by neoliberal ideas. A key element of neoliberalism in PE is the selection of workers external to the school system, as a suitable option to improve the educational experience. The involvement of external workers increases the diversity of stakeholders in the school system, who, with their actions and decisions, have the potential to influence the content and status of PE in schools. The purpose of this study was to understand the external provision infrastructure supporting PE in an Irish primary school. Specifically, we used network ethnography to understand the structure and the impact of external provision on school PE. Participants included two primary school teachers, the school PE coordinator and one PE external provider. Data analysis resulted in two themes. The first theme refers to the structure of the external provider system, and the second to the dynamics of the network between the main stakeholders. Taken together, a well-established external provision network in the school is revealed but the structure of the network, as designed, is not supporting PE as intended by the Irish educational system.


2021 ◽  
Vol 12 (1) ◽  
pp. 218
Author(s):  
Dean Valdec ◽  
Andrija Bernik ◽  
Krunoslav Hajdek ◽  
Ivan Budimir

Packaging is seen as an integral part of the product and it has an important role in attracting consumers’ attention. The role of packaging is to create an expected reaction from the consumers, which affects their perception and choice of products in the buying process. The motivation for the research and writing of this paper was to find out which factors influence the purchase of chocolate the most. The research was done with the purpose of showing whether the same food products have a certain advantage in the process of choosing when presented to a potential consumer on two different media (analog and digital). The paper presents research on how the selected attributes and packaging elements, as well as the application of augmented reality (AR), affect the selection and purchase of one of the most popular food products. According to the obtained results, “Packaging appearance”, “Product Price”, “Brand preference” and “Product advertising” have the strongest influence on customers. The conclusion is that, in the process of choosing the chocolate packaging presented in this research, there is not much difference that depends on the medium those chocolates are presented on.


2018 ◽  
Vol 19 (6) ◽  
pp. 698-703
Author(s):  
Andrzej Rypulak ◽  
Sebastian Kuźmicz

The article describes the course of works aimed at creating a mobile application using Mobile Augmented Reality technology supporting the training process of personnel servicing aircraft in the field of pre-flight aircraft inspections. The requirements for the application, selection of programming tools and mobile imaging devices are presented. At the end of the article the results of tests of applications on various mobile devices and their conclusions are presented.


Sign in / Sign up

Export Citation Format

Share Document