E-Learning in Virtual- und Augmented Reality. Hannes Kaufmann
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1 E-Learning in Virtual- und Augmented Reality Hannes Kaufmann Institut für Softwaretechnik und Interaktive Systeme Technische Universität Wien 24. November 2011
2 In the Beginning Spatial abilities Many students have difficulties with spatial thinking A prerequisite for solving 3D problems Geometry Education Hypothesis: See 3D objects in 3D Interactively construct, modify, touch geometric objects Build mental models of geometric situations more easily
3 In the Beginning Spatial abilities Many students have difficulties with spatial thinking A prerequisite for solving 3D problems Geometry Education in VR/AR Hypothesis: See 3D objects in 3D Interactively construct, modify, touch geometric objects Build mental models of geometric situations more easily
4 Overview Virtual and Augmented Reality? Construct3D & PhysicsPlayground Recent Work in AR & Education
5 What is Mixed Reality? Milgram s Reality-Virtuality Continuum (1994) Adapted from Milgram, Takemura, Utsumi, Kishino. Augmented Reality: A class of displays on the reality-virtuality continuum
6 Augmented Reality (AR) Courtesy UNC Chapel Hill, Magic Book (HITLab NZ) Definition (Azuma, 1997) 1) Combines real and virtual world 2) Interactive in real time 3) Registered in 3-D (real and virtual objects are in a 3D relation to each other)
7 Construct3D
8 Usability Evaluation (2004) 16 students (age 16-19) working in teams of two One teacher supervises each team 5 training sessions Basic dual-user evaluation setup ISONORM 9241 Usability questionnaire
9 Milling Cutter Given: Surface of revolution Find diameter of spherical cutting tool View in 3D with Deep View Free at
10 Hyperboloid - Mixer Given: 2 skew lines Surface of revolution and its properties Sewage treatment plant View in 3D with Deep View Free at View in 3D with Deep View Free at
11 Main Results Construct3D is Easy to use, requires little time to learn Encourages learners to try new functions Can be used consistently Designed in a way that things you learned once are memorized well
12
13 3rd Evaluation (2005) Focus on training of spatial abilities: Pre- and posttests with 5 spatial ability tests (MRT, MCT, OPT, PSVT:R, DAT:SR) Strategy assessment; Gender differences 5 training groups students (age 16-19) Construct3D group (50); Desktop CAD3D group (50) 2 standard school groups: Classical paper/pencil - computer supported geometry Untrained control group
14 Key Strengths Dynamic 3D geometry - nearly haptic interaction with geometric objects Students can walk around objects. Active relationship between body object Strength to visualize abstract problems Ideal content: Highly dynamic examples which encourage modifications and visualize abstract problems
15 PhysicsPlayground: Example 1 Torque Flywheel is spinned by exerting force on the handle Torque depends on length of handle longer handle, larger torque Friction causes deceleration: exponential factor WARM
16 Teaching content - Crankshaft Piston is moved by exerting force on flywheel Motion of the piston is analyzed Path of movement is recorded Analyzer shows acceleration and deceleration Rotational motion transforms into sinus wave WARM
17 PhysicsPlayground: Findings Simulation very robust for experiments with rigid bodies Accuracy of the Nvidia PhysX engine is sufficient for educational purposes Variety of teaching content Very motivating for students Real time simulation and monitoring of experiments possible
18 Challenges: Why is it not used in schools yet? 1. COSTS!!! Hardware Maintenance 2. Limited number of users
19 Costs of an Immersive HW Setup (2007) 1 PC with high-end graphics card ~1.500 EUR 1 Head mounted display ~1.500 EUR 1 wireless pen ~30 EUR 1 Plexiglas tablet ~10 EUR 1 optical tracking system ~ EUR in 2003: ~ EUR in 2007: ~ EUR In response other vendors dropped prices of their optical tracking systems! Successful change of the market situation
20 iotracker Own HW + SW development Self-assembled cameras using commercial parts (Firewire cameras) Price: 1/3 1/5 of other available systems
21 Mobile Augmented Reality Edutainment / Museums Vision: Interaktives Geometriebuch Education Magic Book
22 Summary High potential when using VR/AR in education (e.g. dynamic 3D geometry, physics, ) Fast technological development Currently high hardware costs for 3D educational environments In the near future: Flexible, low cost PC interaction devices New display technologies Wide range of possible applications in education How does this technology influence teaching? New/other content can be taught Different didactical models / teaching methods (?)
23 Thank you!
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