This document presents a framework for using mixed reality in classrooms based on a literature review. It begins with an introduction and motivation for developing such a framework. It then provides a classification of mixed reality technologies, specifically augmented reality (AR) and virtual reality (VR). Next, it discusses results and examples of mixed reality used in educational contexts. It proposes a framework to cluster mixed reality applications according to type, location, teaching method, level of immersion, and supervision. Finally, it concludes with thoughts on future development and research needs in this area.
School on the Cloud: 24/7/365 @LearningKarl Donert
A presentation at the eScience 2.0 conference, held in Cologne on 4-5 May 2016, examining some of the challenges associated with the use of Cloud Computing in education, derived from project workshops and meetings of experts.
This report documents the state of the art concerning the Cloud in education in partner countries across Europe. It describes policy perspectives, agencies and organisations promoting the Cloud in education, initiatives, projects and developments in different countries, it offers a list of relevant events and activities taking place in Europe, as well as key publications related to the project’s scope. The report indicates that the Cloud is developing rapidly in business but in many countries education has not recognised the advantages offered.
Martin Ebner & Sandra Schön (2020). Teacher Training at Universities with “Inverse Blended MOOC”. Presentation at the Online Thematic Seminar, European Schoolnet Academy.
Demetrios G Sampson - 3D Virtual Worlds in Education and Training - The IEEE International conference on Technology for Education (T4E 2011), Chennai, India, 14-16 July 2011 [Invited Speech]
School on the Cloud: 24/7/365 @LearningKarl Donert
A presentation at the eScience 2.0 conference, held in Cologne on 4-5 May 2016, examining some of the challenges associated with the use of Cloud Computing in education, derived from project workshops and meetings of experts.
This report documents the state of the art concerning the Cloud in education in partner countries across Europe. It describes policy perspectives, agencies and organisations promoting the Cloud in education, initiatives, projects and developments in different countries, it offers a list of relevant events and activities taking place in Europe, as well as key publications related to the project’s scope. The report indicates that the Cloud is developing rapidly in business but in many countries education has not recognised the advantages offered.
Martin Ebner & Sandra Schön (2020). Teacher Training at Universities with “Inverse Blended MOOC”. Presentation at the Online Thematic Seminar, European Schoolnet Academy.
Demetrios G Sampson - 3D Virtual Worlds in Education and Training - The IEEE International conference on Technology for Education (T4E 2011), Chennai, India, 14-16 July 2011 [Invited Speech]
Visualisation and Simulation for teaching, learning and assessmentdebbieholley1
Session two of a series of keynotes talks at the University of the Sunshine Coast
Visualisation and Simulation:
“The future is human, and the future of learning is immersive. In the future, learning will take the shape of a story, a play, a game; involving multiple platforms and players; driven by dialogue and augmented with technology, an interplay of immersive experiences, data, and highly social virtual worlds” State of XR and Immersive Learning Outlook Report (2021 p 21)
Debbie contributed to the Delphi study above, , and to the updated with findings due this June. This session will consider the opportunities afforded by Visualisation and Simulation; and discuss ways in which educators can draw upon both lo-tec and hi-tech solutions in a range of disciplinary contexts; and consider what digital futures may offer us as educators, as well as those we educate, our students.
A systematic review of immersive virtual reality applications for higher educ...eraser Juan José Calderón
A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda.
Jaziar Radianti, Tim A. Majchrzak, Jennifer Fromm & Isabell Wohlgenannt.
3D Virtual Worlds Technologies in Education 3D Virtual Worlds Technologies in Education
Projects: VR4STEM, WOP
University Politehnicaof Bucharest
November 22, 2017 Bucharest, ROMANIA
Application of Virtual Reality in a Learning ExperienceIJERA Editor
The project is an application that allows users to interact in a virtual environment via a web interface, in which
models are in three dimensions to simulate different activities. The application focuses on education with virtual
reality technology, enriching the student's perception through the interaction with objects in an artificial world,
facilitating their learning. A website was designed for this purpose, on which the application can be executed
directly in the web browser with the help of a plugin or downloaded and run as a native application. The user
navigates in the virtual environment containing a three-dimensional replica of one of the laboratories of the
Polytechnic School N.U.E.. The tests consisted of running the model and laboratory simulations. The results
obtained from forms show that the use of virtual reality is valid, accepted and helps understanding the context of
the simulations
VRARA Global Summit 2020. Special VRAR Track XR in Education, presented by Carlos J. Ochoa. Panel presentation "XRinEducation" about the new scenarios all around the world in a COVID environment.
Most governments around the world have temporarily closed educational institutions in an attempt to contain the spread of the COVID-19 pandemic.
These nationwide closures are impacting over 91% of the world’s student population. Several other countries have implemented localized closures impacting millions of additional learners.
The figures of the crisis in education are dramatic: 1,579,634,506 affected learners, 90.2% of total enrolled learners, 191 country-wide closures.
The worst that this situation entails is an unwanted effect: the widening of the digital divide that already exist in education.
In less than one month, almost the global educational community has been closed all around the globe. And teachers, students and parents have been to face with a new unknown and unpredictable situation. No rules, no methodology, connectivity, pc´s or tablets available for all…on-line platforms…and they, all together with public and private institutions, were looking for solutions to implement in an equality and safety environment. Many “futuristics” are talking about unrealistic scenarios and solutions that are far away to provide real solutions for a dramatic real-life situation. We cannot and should not allow these solutions to be trivialized. We are talking about our future and the future of our children and citizens.
On-line learning, blended learning, virtual learning, immersive learning…future learning…old methods and receipts, already well known for many years, into a new paradigm. It is not the right approach. We can not substitute our presence in the classroom with in a on-line conference or virtual platform, using the same tools and methodologies. With a great question mark around evaluation and what to evaluate.
It is not to include new tools or devices in the existing ecosystem, to reinforce it or support it across the network or virtual platforms, that may or may not conserve the old tools and methodologies. And that’s not an easy task. It was not resolved during the last recent years and we need to accelerate the process right now. It is more like an Impossible Mission, but we need to face with that asap.
This presentation is a summary of Chapter 2 of the Nesta (2012) report which investigated innovations that show potential to support eight approaches to learning.
Empowering humans in immersive learning environmentsLeonel Morgado
Keynote at ACM IMX 2022, XR-WALC workshop. Abstract:
You dare plowing through immersive learning environments. The jungle surrounds you and entices you, but also hampers your progress. Suddenly, activities you deemed plain are out of reach, like practicing team sports, while exotic ones are readily available, like visiting the molecular structure of materials. Relentlessly, you plow on, trusting your trail of experience to support your safe return, but the jungle overgrows it rapidly: your plans meet unexpected circumstances, like connectivity issues, lack of situational awareness, or sheer inadequacy to new realities: why assess by quizzing or milestones when we are immersed in situational evidence, for instance?
In this talk, I will address two main questions and provide examples and pathways to address them, by sharing my previous efforts on this regard:
- How can immersive environments expand the range of educational dynamics and subjects that online learning can provide?
- How can we have widespread deployment of immersive environments?
Initially, I will present an overview on the multifaceted concept of immersion, a phenomenon emerging from the combination of presence within a system, and psychological absorption by narratives and agency. A panorama of current uses, practices, and strategies of immersive learning environments will be provided, and two approaches for the main questions will be provided: the concept and use of virtual choreographies for semantic-based deployment and recording of immersive content, and the Inven!RA architecture for mapping analytics from immersive environments to learning objectives in plans.
#VPET18: ApprEnt - Refining Higher Apprenticeships with Enterprises in EuropeIsabell Grundschober
The Erasmus+ Project ApprEnt (apprent.eucen.eu) aims at building bridges between the world of the labour market and higher education. The ePortfolio is a suitable approach to connect these two worlds, enhancing communication, mentorship and crucial 21st century skills to face disruptive change in the future. Check out #ApprEnt_EU on twitter and facebook to learn more about the project!
Visualisation and Simulation for teaching, learning and assessmentdebbieholley1
Session two of a series of keynotes talks at the University of the Sunshine Coast
Visualisation and Simulation:
“The future is human, and the future of learning is immersive. In the future, learning will take the shape of a story, a play, a game; involving multiple platforms and players; driven by dialogue and augmented with technology, an interplay of immersive experiences, data, and highly social virtual worlds” State of XR and Immersive Learning Outlook Report (2021 p 21)
Debbie contributed to the Delphi study above, , and to the updated with findings due this June. This session will consider the opportunities afforded by Visualisation and Simulation; and discuss ways in which educators can draw upon both lo-tec and hi-tech solutions in a range of disciplinary contexts; and consider what digital futures may offer us as educators, as well as those we educate, our students.
A systematic review of immersive virtual reality applications for higher educ...eraser Juan José Calderón
A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda.
Jaziar Radianti, Tim A. Majchrzak, Jennifer Fromm & Isabell Wohlgenannt.
3D Virtual Worlds Technologies in Education 3D Virtual Worlds Technologies in Education
Projects: VR4STEM, WOP
University Politehnicaof Bucharest
November 22, 2017 Bucharest, ROMANIA
Application of Virtual Reality in a Learning ExperienceIJERA Editor
The project is an application that allows users to interact in a virtual environment via a web interface, in which
models are in three dimensions to simulate different activities. The application focuses on education with virtual
reality technology, enriching the student's perception through the interaction with objects in an artificial world,
facilitating their learning. A website was designed for this purpose, on which the application can be executed
directly in the web browser with the help of a plugin or downloaded and run as a native application. The user
navigates in the virtual environment containing a three-dimensional replica of one of the laboratories of the
Polytechnic School N.U.E.. The tests consisted of running the model and laboratory simulations. The results
obtained from forms show that the use of virtual reality is valid, accepted and helps understanding the context of
the simulations
VRARA Global Summit 2020. Special VRAR Track XR in Education, presented by Carlos J. Ochoa. Panel presentation "XRinEducation" about the new scenarios all around the world in a COVID environment.
Most governments around the world have temporarily closed educational institutions in an attempt to contain the spread of the COVID-19 pandemic.
These nationwide closures are impacting over 91% of the world’s student population. Several other countries have implemented localized closures impacting millions of additional learners.
The figures of the crisis in education are dramatic: 1,579,634,506 affected learners, 90.2% of total enrolled learners, 191 country-wide closures.
The worst that this situation entails is an unwanted effect: the widening of the digital divide that already exist in education.
In less than one month, almost the global educational community has been closed all around the globe. And teachers, students and parents have been to face with a new unknown and unpredictable situation. No rules, no methodology, connectivity, pc´s or tablets available for all…on-line platforms…and they, all together with public and private institutions, were looking for solutions to implement in an equality and safety environment. Many “futuristics” are talking about unrealistic scenarios and solutions that are far away to provide real solutions for a dramatic real-life situation. We cannot and should not allow these solutions to be trivialized. We are talking about our future and the future of our children and citizens.
On-line learning, blended learning, virtual learning, immersive learning…future learning…old methods and receipts, already well known for many years, into a new paradigm. It is not the right approach. We can not substitute our presence in the classroom with in a on-line conference or virtual platform, using the same tools and methodologies. With a great question mark around evaluation and what to evaluate.
It is not to include new tools or devices in the existing ecosystem, to reinforce it or support it across the network or virtual platforms, that may or may not conserve the old tools and methodologies. And that’s not an easy task. It was not resolved during the last recent years and we need to accelerate the process right now. It is more like an Impossible Mission, but we need to face with that asap.
This presentation is a summary of Chapter 2 of the Nesta (2012) report which investigated innovations that show potential to support eight approaches to learning.
Empowering humans in immersive learning environmentsLeonel Morgado
Keynote at ACM IMX 2022, XR-WALC workshop. Abstract:
You dare plowing through immersive learning environments. The jungle surrounds you and entices you, but also hampers your progress. Suddenly, activities you deemed plain are out of reach, like practicing team sports, while exotic ones are readily available, like visiting the molecular structure of materials. Relentlessly, you plow on, trusting your trail of experience to support your safe return, but the jungle overgrows it rapidly: your plans meet unexpected circumstances, like connectivity issues, lack of situational awareness, or sheer inadequacy to new realities: why assess by quizzing or milestones when we are immersed in situational evidence, for instance?
In this talk, I will address two main questions and provide examples and pathways to address them, by sharing my previous efforts on this regard:
- How can immersive environments expand the range of educational dynamics and subjects that online learning can provide?
- How can we have widespread deployment of immersive environments?
Initially, I will present an overview on the multifaceted concept of immersion, a phenomenon emerging from the combination of presence within a system, and psychological absorption by narratives and agency. A panorama of current uses, practices, and strategies of immersive learning environments will be provided, and two approaches for the main questions will be provided: the concept and use of virtual choreographies for semantic-based deployment and recording of immersive content, and the Inven!RA architecture for mapping analytics from immersive environments to learning objectives in plans.
#VPET18: ApprEnt - Refining Higher Apprenticeships with Enterprises in EuropeIsabell Grundschober
The Erasmus+ Project ApprEnt (apprent.eucen.eu) aims at building bridges between the world of the labour market and higher education. The ePortfolio is a suitable approach to connect these two worlds, enhancing communication, mentorship and crucial 21st century skills to face disruptive change in the future. Check out #ApprEnt_EU on twitter and facebook to learn more about the project!
The relation of prior IT usage, IT skills and field of study: A multiple corr...Martin Ebner
Presentation @ ED-Media conference 2021 (online)
Mair, B., Ebner, M., Nagler, W., Edelsbrunner, S., & Schön, S. (2021). The relation of prior IT usage, IT skills and field of study: A multiple correspondence analysis of first-year students at a University of Technology. Submission to Edmedia 2021.
Preprint available at ResearchGate: https://www.researchgate.net/publication/352991830_The_relation_of_prior_IT_usage_IT_skills_and_field_of_study_A_multiple_correspondence_analysis_of_first-year_students_at_a_University_of_Technology
YouTube: https://youtu.be/u93GKSnMQiQ
Change of IT equipment and communication applications used by first-semester ...Martin Ebner
Presentation @ ED-Media conference 2021 (online)
Nagler, W., Mair, B., Ebner, M., Edelsbrunner, S. & Schön, S. (2021). Change of IT equipment and communication applications used by first-semester students from 2011 to 2020 and possible effects of the COVID-19 pandemic: Analysis of a long-term survey. Submission to EdMedia 2021.
Preprint available at ResearchGate: https://www.researchgate.net/publication/352991611_Change_of_IT_equipment_and_communication_applications_used_by_first-semester_students_from_2011_to_2020_and_possible_effects_of_the_COVID-19_pandemic_Analysis_of_a_long-term_survey
Youtube: https://youtu.be/0nhWA-3tVl8
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
Normal Labour/ Stages of Labour/ Mechanism of LabourWasim Ak
Normal labor is also termed spontaneous labor, defined as the natural physiological process through which the fetus, placenta, and membranes are expelled from the uterus through the birth canal at term (37 to 42 weeks
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
Chapter 4 - Islamic Financial Institutions in Malaysia.pptx
A Pedagogical Framework for Mixed Reality in Classrooms based on a Literature Review
1. u www.tugraz.at
W I S S E N n T E C H N I K n L E I D E N S C H A F T
A Pedagogical
Framework for Mixed
Reality in Classrooms
based on a Literature
Review
EDMEDIA 2019
24.06.19
KOMMETTER Christopher | EBNER Martin
8. 24.06.19
TU Graz
8
Motivation
Introduction
§ VR devices since 60s
§ many diverse ways to integrate these techniques into the classroom
§ Affordable devices in combination with concepts like making
§ Pedagogical motivation factors like collaborations and gamification
§ already in classrooms à in higher education: need to catch up
§ Framework: spot new capabilities for implementation of future VR or AR
applications in education
9. 24.06.19
TU Graz
9
Research Design
Introduction
§ clarify the consistent definition of virtual reality (VR) and define the
classification on VR systems
§ clustered due to the definitions found in literature regarding the appropriate
technology they were using
§ searching on academic databases like ERIC, WebOfScience, ACM Digital
Library and also SpringerLink; A search using Google Scholar was also
performed
§ papers were selected and been clustered in a second analysis according to
the kind of technology used
§ papers dealing with technical specifications and implementations have been
dropped for further analysis
11. 24.06.19
TU Graz
11
Taxanomy of MR
Classification of mixed reality
The Virtuality Continuum (VC) of
Milgram defines the area
between Real to Virtual
environment as mixed reality,
where AR is supposed to
augment the real world with
virtual objects while AV is
augmenting a virtual world with
real-world objects
picture adopted from Milgram & Kishino (1994)
12. 24.06.19
TU Graz
12
Augmented reality (AR)
Classification of mixed reality
§ fuses physical & digital world in real time
by expanding real world with virtual
object
§ natural operations to interact with virtual
objects
§ marker or location based
§ popular to public since Pokèmon Go
(hype in summer 2016)
13. 24.06.19
TU Graz
13
Virtual reality (VR)
Classification of mixed reality
Unlike augmented reality, VR produces a world of
its own, rather than expanding the real one
---
dominant features of virtual worlds are:
§ Immersion
§ Telepresence
§ Multisensory simulation
§ Motivation
§ Multiple representations and 3D frames of
reference
(Dede, Salzman, & Loftin, 1996)
14. 24.06.19
TU Graz
14
Virtual reality (VR)
Classification of mixed reality
Classification of virtual reality (VR) based on type of technology used to
achieve virtual worlds and interact with them
picture adopted from Muhanna (2015)
16. 24.06.19
TU Graz
16
Pedagogical context
Results and Diskussion
enhance
distance
learning
break the
borders on
physical
limitations of
real objects
interact with
objects in a
natural way as
used to it
collaborations
including facial
expressions,
gestures and
body language
(Woods et al., 2004)
(Kaufmann, 2003)
(Winn, 1993)
(Billinghurst & Kato, 1999)
17. 24.06.19
TU Graz
17
Pedagogical context
Results and Diskussion
AR Systems:
allows users to interact with object and events in a natural way
gains the potential for the use as an educational tool
Physical activity is linked to conceptual understanding
students can increase their learning outcome when they use their hands to
interact with scenes from an augmented story
Augmented reality systems can establish such an interactive learning
environment
(Radu, 2014)
18. 24.06.19
TU Graz
18
Pedagogical context
Results and Diskussion
VR Systems:
are largely self-explanatory, but
a guideline should be provided to the users
in order to ensure learning benefits
To portray the actual scenario in teaching activities
the presence of a supervisor must be observed
A supervisor could either be next to the students or even could be a part of the
virtual environment either as virtual human or artificial intelligence.
(Mellet-d'Huart, 2012)
19. Framework for mixed reality use in education
24.06.19
TU Graz
19
We need something to cluster
20. Framework
24.06.19
TU Graz
20
AR or
VR
Type Operation
site
at school or
at home
Teaching
method
group, single or
partner
Level of
pervasion
assisting,
enhancing or
replacing
Super-
vision
1:1 or
1:n
Results and Diskussion
21. 24.06.19
TU Graz
21
Framework
Results and Diskussion
Studierstube
Anatomy 4D
Aurasma / HP
Reveal
Construct 3D
Science Space
Viecher I & II
MARIE
MagicBook
Second Life
some examples of MR used in teaching
22. 24.06.19
TU Graz
22
Framework
Results and Diskussion
Studierstube
Anatomy 4D
Aurasma / HP
Reveal
Construct 3D
Science Space
Viecher I & IIAR
AR
AR
AR
VR
VR
MARIE
AR
MagicBook
AR/VR
Second Life
VR
Type
AR or
VR
23. 24.06.19
TU Graz
23
Framework
Results and Diskussion
Studierstube
Anatomy 4D
Aurasma / HP
Reveal
Construct 3D
Science Space
Viecher I & IIschool
school & at
home
school &
excursion
school
school
school
MARIE
school
MagicBook
school
Second Life
at home
Operation
site
at school or
at home
24. 24.06.19
TU Graz
24
Framework
Results and Diskussion
Studierstube
Anatomy 4D
Aurasma / HP
Reveal
Construct 3D
Science Space
Viecher I & II
single or
group
single
single
single or
group
single
single
MARIE
single
MagicBook
single or
partner
Second Life
group
Teaching
method
group, single or
partner
25. 24.06.19
TU Graz
25
Framework
Results and Diskussion
Studierstube
Anatomy 4D
Aurasma / HP
Reveal
Construct 3D
Science Space
Viecher I & IIreplacing
enhancing
enhancing
replacing
replacing
replacing
MARIE
enhancing
MagicBook
enhancing
Second Life
replacing
Level of
pervasion
assisting,
enhancing or
replacing
26. 24.06.19
TU Graz
26
Framework
Results and Diskussion
Studierstube
Anatomy 4D
Aurasma / HP
Reveal
Construct 3D
Science Space
Viecher I & II
1:1, 1:n teacher is
present in real
environment next to
student(s)
1:n teacher is present
in real world;
instructions within the
application are served
without any AI
1:n instructor in real
world guides pupils
1:1, 1:n teacher is
present in real
environment next to
student(s)
1:n teacher in real
environment guides
students
1:1, Instructions in a
virtual welcome
center, fully computer-
generated without AI
MARIE
1:1 teacher control
parts of the system
MagicBook
1:n a teacher in real
environment is
guiding students
Second Life
1:n in virtual word,
avatar controlled
by a human
Super-
vision
1:1 or
1:n
27. 24.06.19
TU Graz
27
Framework
Results and Diskussion
§ Most of the examples shown require any type of instruction
§ Usually a teacher is present in the real world next to the students for
supervision either for one student (1:1) or for a group of students (1:n)
§ Some examples are using a kind of virtual instruction
§ none of the shown examples are using an automatic tool to instruct the
students
§ Even fully immersive virtual worlds require a teacher
29. 24.06.19
TU Graz
29
Development
Conclusion and outlook on future work
§ A kind of AI in the form of an avatar, as human-controlled in Second Life,
could improve a virtual environment by helping each student individually.
§ Therefore, a usage beyond a school-setting could be established.
§ The availability of affordable VR headsets also represents a step in this
direction to use VR as a learning platform instead of just an entertaining one
30. 24.06.19
TU Graz
30
Development
Conclusion and outlook on future work
§ VR systems: chicken and egg problem à huge amount of time to create
content to make a system for teaching and this content is not generated
until there are enough systems developed to make use of it
§ AR applications, as the MagicBook shown formerly, could be easily be
realized and can enhance a traditional schoolbook for example on showing
3D visualizations of the teaching content
§ need for research to investigate purposes of the use of AR in lecture halls
(Allison & Hodges, 2000)
(Zumbach & Moser, 2012)
31. u www.tugraz.at
§ Christopher Kommetter, kommetter@tugraz.at
Thank you for your attention!
24.06.19
§ Martin Ebner, martin.ebner@tugraz.at
32. 24.06.19
TU Graz
32
Acknowledgements
This activity has received funding from the European Institute of
Innovation and Technology (EIT), a body of the European Union,
under the Horizon 2020, the EU Framework Programme for Research
and Innovation. Further information about MiReBook: https://
eitrawmaterials.eu/course/mirebooks-mixed-reality-handbooks-for-
mining- education/
33. 24.06.19
TU Graz
33
References
§ Allison, D., & Hodges, L. F. (2000). virtual reality for Education? In Proceedings of the ACM Symposium on virtual reality Software
and Technology (pp. 160–165). New York, NY, USA: ACM. https://doi.org/10.1145/502390.502420
§ Zumbach, J., & Moser, S. (2012). augmented reality--Multimediale Lernumgebung der Wahl im 21. Jahrhundert. Zukunft Des
Lernens, 154–164.
§ Milgram, P., & Kishino, F. (1994). A Taxonomy of mixed reality Visual Displays. IEICE TRANSACTIONS on Information and
Systems, 77(12), 1321–1329.
§ Dede, C., Salzman, M. C., & Loftin, R. B. (1996). MaxwellWorld: learning complex scientific concepts via immersion in virtual
reality. Proceedings of the 1996 International Conference on Learning Sciences. https://doi.org/10.1016/S0151-9638(18)30048-6
§ Muhanna, M. A. (2015). Virtual reality and the CAVE: Taxonomy, interaction challenges and research directions. Journal of King
Saud University-Computer and Information Sciences, 27(3), 344–361.
§ Woods, E., Billinghurst, M., Looser, J., Aldridge, G., Brown, D., Garrie, B., & Nelles, C. (2004). Augmenting the science centre
and museum experience. In Proceedings of the 2nd international conference on Computer graphics and interactive techniques in
Australasia and South East Asia (pp. 230–236).
§ Billinghurst, M., & Kato, H. (1999). Collaborative mixed reality Games. Proceedings of the First International Symposium on
mixed reality (ISMR ’99), 261–284.
§ Winn, W. (1993). A conceptual basis for educational applications of virtual reality. Human Interface Technology Laboratory.
Technical Report TR-93-9, 1–14.
§ Kaufmann, H. (2003). Collaborative augmented reality in Education. Institute of Software Technology and Interactive
Systems,Vienna University of Technology.
§ Radu, I. (2014). Augmented reality in education: a meta-review and cross-media analysis. Personal and Ubiquitous Computing,
18(6), 1533–1543.
§ Mellet-d’Huart, D. (2012). Virtual reality for training and lifelong learning. Themes in Science and Technology Education, 2(1–2),
185–224.