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VIRTUAL TOUCH BOOK: A
MIXED-REALITY BOOK FOR
INCLUSIVE EDUCATION
Juan Mateu1, María José Lasala2, Xavier Alamán1
1
1 Universidad Autónoma de Madrid UAM (Madrid, Spain)
2 IES Ernest Lluch (Tarragona, Spain)
Outline
•Introduction
•Architecture Virtual Touch Book
•Case study
•Architecture Virtual Touch
•Conclusions and future works
2Virtual Touch Book: a mixed-reality book for inclusive education
Ancient Greek virtual island
3Virtual Touch Book: a mixed-reality book for inclusive education
Export (collada file)
Situated
Learning
Architecture Virtual Touch Book
4Virtual Touch Book: a mixed-reality book for inclusive education
Case study:
Applying the system at high-school
5Virtual Touch Book: a mixed-reality book for inclusive education
IES Ernest Lluch (Cunit,
Tarragona (Spain)
Welcome course Open Classroom
Case study:
Applying the system at high-school
6Virtual Touch Book: a mixed-reality book for inclusive education
Instructions and
theorical Activities
Practical Activities
Gamification
Architecture Virtual Touch
7Virtual Touch Book: a mixed-reality book for inclusive education
Kind of Users
Teacher
User computer
skills
Expert
Tangibles
Middleware
OpenSim
Server
OpenSim
Viewer
connec
t
configure
connect
Conclusions and future works
8Virtual Touch Book: a mixed-reality book for inclusive education
• Initial results:
• Traditional methodology: 60% (correct answers)
• Virtual Touch Book: 80 % (correct answers)
• We are designing more experiments in different high-
schools.
• We will test our system in differents kind of teachers
(experts, with computer science skills and without
computer skills knowledge) in order to facilitate
interaction between tangible and virtual worlds in a
mixed reality environment.
• Virtual Touch Book is a part of development kit called
Virtual Touch.
Thanks for your attention
9Virtual Touch Book: a mixed-reality book for inclusive education
Questions?

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VIRTUAL TOUCH BOOK.

  • 1. VIRTUAL TOUCH BOOK: A MIXED-REALITY BOOK FOR INCLUSIVE EDUCATION Juan Mateu1, María José Lasala2, Xavier Alamán1 1 1 Universidad Autónoma de Madrid UAM (Madrid, Spain) 2 IES Ernest Lluch (Tarragona, Spain)
  • 2. Outline •Introduction •Architecture Virtual Touch Book •Case study •Architecture Virtual Touch •Conclusions and future works 2Virtual Touch Book: a mixed-reality book for inclusive education
  • 3. Ancient Greek virtual island 3Virtual Touch Book: a mixed-reality book for inclusive education Export (collada file) Situated Learning
  • 4. Architecture Virtual Touch Book 4Virtual Touch Book: a mixed-reality book for inclusive education
  • 5. Case study: Applying the system at high-school 5Virtual Touch Book: a mixed-reality book for inclusive education IES Ernest Lluch (Cunit, Tarragona (Spain) Welcome course Open Classroom
  • 6. Case study: Applying the system at high-school 6Virtual Touch Book: a mixed-reality book for inclusive education Instructions and theorical Activities Practical Activities Gamification
  • 7. Architecture Virtual Touch 7Virtual Touch Book: a mixed-reality book for inclusive education Kind of Users Teacher User computer skills Expert Tangibles Middleware OpenSim Server OpenSim Viewer connec t configure connect
  • 8. Conclusions and future works 8Virtual Touch Book: a mixed-reality book for inclusive education • Initial results: • Traditional methodology: 60% (correct answers) • Virtual Touch Book: 80 % (correct answers) • We are designing more experiments in different high- schools. • We will test our system in differents kind of teachers (experts, with computer science skills and without computer skills knowledge) in order to facilitate interaction between tangible and virtual worlds in a mixed reality environment. • Virtual Touch Book is a part of development kit called Virtual Touch.
  • 9. Thanks for your attention 9Virtual Touch Book: a mixed-reality book for inclusive education Questions?

Editor's Notes

  1. Es importante comentar las ventajas que trae el poder simular la “Antigua Grecia” en un mundo virtual. Podemos reproducir construcciones, edificios, monumentos, personajes con la ropa propia de la época… Todo esto permite al alumno sumergirse en un mundo virtual 3D mediante un aprendizaje situado (situated learning). No es lo mismo ver un Partenón en una foto de un libro que en un mundo virtual, donde puedes verlo desde diferentes perspectivas… Por otra parte, se han utilizado herramientas como SketchUp para la importación de modelos 3D al mundo virtual para así construir la Antigua Grecia.
  2. En este caso la base de datos es necesaria para almacenar las preguntas y las respuestas que el alumno deberá realizar cuando consiga las diferentes monedas correspondientes a cada Dios.
  3. Comentar que se ha desarrollar algunas experiencias en el IES Ernest Lluch. Es interesante comentar el tipo de alumno que hay en dicho instituto. Las pruebas llevadas a cabo han sido realizadas por alumnos del curso de “Bienvenida” y también por los alumnos de “Aula Abierta”.
  4. Comentar que se ha desarrollar algunas experiencias en el IES Ernest Lluch. Es interesante comentar el tipo de alumno que hay en dicho instituto. Las pruebas llevadas a cabo han sido realizadas por alumnos del curso de “Bienvenida” y también por los alumnos de “Aula Abierta”. El libro nos permitirá obtener instrucciones y los conocimientos teóricos básicos para posteriormente ir al mundo virtual realizar las actividades propuestas. Se puede hablar de gamificación ya que los alumnos de una forma entretenida van obteniendo monedas de cada Dios y posteriormente obtendrán puntos si aciertan a las preguntas propuestas (se ha utilizado un sistema de logros y recompensas).
  5. En esta transparencia, se pretende explicar en la dirección que vamos investigando. La idea es tener un middleware genérico que permita configurar los tangibles y los mundos virtuales. Para ello contaremos con tres tipos de usuarios: profesores menos expertos, usuarios con conocimientos y usuarios expertos. Los usuarios expertos podrán desarrollar sus propios módulos para conectar cualquier otro tipo de tangible que no esté contemplado en el middleware.