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Measuring and Assessing Augmented Reality Potential for Educational Purposes: SmartMarca Project

机译:测量和评估用于教育目的的增强现实潜力:SmartMarca项目

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Augmented and Virtual reality proved to be valuable solutions to convey contents in a more appealing and interactive way. Their use is nearly embracing several domains like medicine, geospatial applications, industry, tourism and so on. But among the others, the one that might benefit the most by their use is the Cultural Heritage. In fact, given the improvement of mobile and smart devices in terms of both usability and computational power, contents can be easily conveyed with a realism level never reached in the past. However, despite the tremendous number of researches related with the presentation of new fascinating applications of ancient goods and artifacts augmentation, few papers are focusing on the real effect that these tools have on learning. In fact, whether a disposable use of such tools seems to have a great benefit in terms of visual impact for the users, the same cannot be said about the long-term effect they have on the users, especially for education purposes. Within the framework of SmartMarca project, that will be briefly explained in these pages, this paper focuses on assessing the potential of AR applications specifically designed for Cultural Heritage. More specifically, tests have been conducted on an Augmented Reality experience upon different paintings. For evaluating the benefits of such technology in terms of learning, we have performed our experiment on classrooms of teenagers. By testing different learning approaches, we were able to evaluate and assess the effectiveness of using these technologies for the education process. The paper will even argue on the necessity of developing new tools to enable users to become producers of contents of AR/VR experiences, since up to now there no exists a platform specifically designed for an agile creation, even for not skilled programmers.
机译:事实证明,增强现实和虚拟现实是以更具吸引力和交互性的方式传达内容的有价值的解决方案。它们的使用几乎涵盖了医学,地理空间应用,工业,旅游业等多个领域。但在其他文化遗产中,最受其好处的是文化遗产。实际上,考虑到移动设备和智能设备在可用性和计算能力方面的改进,内容可以以过去从未达到的逼真的水平轻松地传递。但是,尽管有大量的研究与介绍古代商品和人工制品的新奇有趣应用有关,但很少有论文关注这些工具对学习的实际影响。实际上,就使用者的视觉影响而言,一次性使用此类工具是否似乎具有很大的好处,就其对使用者的长期影响,尤其是出于教育目的而言,不能说相同。在SmartMarca项目的框架内(将在这些页面中对此进行简要说明),本文着重于评估专门为文化遗产设计的AR应用程序的潜力。更具体地说,已经在不同画作的增强现实体验上进行了测试。为了评估此类技术在学习方面的优势,我们在青少年的课堂上进行了实验。通过测试不同的学习方法,我们能够评估和评估在教育过程中使用这些技术的有效性。本文甚至会争论是否有必要开发新工具,以使用户能够成为AR / VR体验内容的生产者,因为到目前为止,即使没有熟练的程序员,也没有专门针对敏捷创建而设计的平台。

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