82 results on '"Augmented reality"'
Search Results
2. Realidad aumentada como mecanismo para incrementar el grado de aprendizaje en individuos con discapacidades.
- Author
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García García, Leslie Isabel, García García, Karen Madai, Gómez Salinas, Zoila Eudelia, and Santillán Fernández, Alberto
- Subjects
- *
SCHOOL children , *CHILDREN'S stories , *CHILDREN with disabilities , *SCHOOL integration , *AUGMENTED reality - Abstract
The article aims to evaluate a didactic application, designed as progressive support of language and communication in children with disabilities of the nursery, elementary and secondary school by the integration of augmented reality and animated three-dimensional objects. The application was programmed on a mobile device in the form of a children’s story. The evaluation instrument incorporated variables associated with visual and auditory capacity, attention, concentration, imagination, and vocabulary, measured by a scale of 1 to 10. A higher degree of learning was found in variables associated with vocabulary, visual and auditory capacity in elementary and secondary school children; and in attention and imagination in nursery children, which were associated with children’s prior knowledge in the manipulation of mobile devices. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
3. Tecnología inmersiva e inteligencia artificial para la mejora de la atención a la diversidad, la equidad e inclusión del alumnado: Estudio de caso con realidad aumentada.
- Author
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Delgado-Rodríguez, Santiago, García-Fandiño, Rebeca, and Carrascal-Domínguez, Silvia
- Subjects
- *
ARTIFICIAL intelligence - Abstract
The latest reports published in the field of education by international organizations suggest that inappropriate use of technological resources for educational purposes can create a digital divide between groups of students. This study, based on primary sources of information, provides empirical evidence through quantitative data analysis, which supports the hypothesis that the geographic location of educational centers has a significant impact on factors such as the degree of acceptance of technology and other possible factors. These results contribute to the understanding of how an adequate use of educational resources based on immersive technology of Augmented Reality and other technologies such as Artificial Intelligence, can favor the development of innovative teaching and learning processes that encourage the elimination of digital gaps, improving the processes of attention to diversity, equity and the inclusion of students. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
4. Perspectiva tecno-pedagógica de la realidad aumentada en la educación.
- Author
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Aguilar-Acevedo, Francisco, Alberto Flores-Cruz, Jesús, Pacheco-Bautista, Daniel, and Caldera-Miguel, Javier
- Subjects
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AUGMENTED reality , *LEARNING strategies - Abstract
Since its emergence, augmented reality has disrupted as a versatile tool that combines existing and virtual information in real time. In education, research about its use has approached both the technological part and the mode in which it is combined with teaching-learning methods, searching to improve the academic performance of students. Thus, based on a review of both considerations, this article explores the affinity of these approaches in the development and use of beneficial applications in the school environment, on one side, the technologies commonly used for its implementation are presented, and on the other, the benefits, challenges, attributes, purposes and main uses within the teaching-learning process are highlighted, emphasizing the category called mobile augmented reality, due to its great potential, particularly in science teaching through augmented simulations. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
5. Pantalla aumentada, triple narrativa y el rol del usuario: un estudio de caso.
- Author
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R. P., Sosa-Fernández, S., Calvete-Lorenzo, and A., Rozados-Lorenzo
- Subjects
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AUGMENTED reality , *DISNEY characters , *SHORT films , *VISUALIZATION , *SPECIES hybridization - Abstract
The present panorama shows a society saturated with images, driven using mobile devices and constant audiovisual consumption. However, no greater skills are achieved in users, but on the contrary, there is evidence of a detriment in the rate of attention and the need for a differentiating product from the wide range of available content. Given this recent uncertainty, the film industry has found a great ally in technology. The existence of technologies such as augmented reality is still in its infancy and raises new questions about the potential for its use in film. In this study, we conducted a case study analysis of the first Disney augmented reality short film, Remembering (Allan-Blitz, 2022). The methodology used focuses on three approaches: audiovisual language, technological viewing and the role of the receiver. The results show the existence of a digital and economic disparity, due to the particularity of the viewing hardware. In addition, the story presents a tripartite narrative; a slower and simpler one with wide shots, a faster and more unstable one where physical and virtual spaces converge, and a last one created by the user as a steadycam. These readings require a more active and present spectator, in a story that lacks the adaptation of audiovisual language to the new form of visualization, in which the possibilities of time and space provided by these technologies are not taken advantage of. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
6. Grado de aceptación de los sistemas de evaluación digitales adaptados al uso de recursos tecnológicos educativos basados en Realidad Aumentada.
- Author
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Delgado-Rodríguez, Santiago, Carrascal-Domínguez, Silvia, and García-Fandiño, Rebeca
- Subjects
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LEARNING , *FACTOR analysis , *AUGMENTED reality , *COMPULSORY education , *EDUCATIONAL resources - Abstract
The use of immersive technologies, especially Augmented Reality (AR), is one of the main technological trends in the current educational field. Some recent studies, carried out in recent years in this field, highlight that the evaluation systems currently employed continue to be traditional and raise the possibility of using adapted evaluation systems. This research, based on primary sources of information, seeks empirical evidence on the need to use digital evaluation systems, adapted to technological resources in Science subjects and in stages of Compulsory Secondary Education. The methodology used is quantitative research and has been based on the design and statistical analysis of the responses offered by the students to a questionnaire created ad hoc, administered to assess an AR educational resource used in class for the explanation of a key concept of the subject. The results obtained through the exploratory factorial analysis of the answers offered by the students reveal, as a latent construct, a high level of acceptance of the digital evaluation system used. The analysis of the data obtained in this study allows us to establish the hypothesis based on the fact that a digital evaluation system, adapted to the use of an immersive AR technological resource, can generate a positive impact on the students' learning process. [ABSTRACT FROM AUTHOR]
- Published
- 2023
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7. LA REPRESENTACIÓN MITOLÓGICA EN LAS NUEVAS ESTRATEGIAS ARTÍSTICAS.
- Author
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RAMOS FABRA, LIDÓN and PESQUEIRA CALVO, CARLOS
- Subjects
- *
AUGMENTED reality , *VIRTUAL reality , *ALGORITHMS , *MYTH , *EVERYDAY life , *MYTHOLOGY - Abstract
The role of augmented reality, virtual reality or algorithms in society is increasing. It is enough to check the amount of technology that is being integrated as a habitual element in everyday life. The objective of our study is based on combining both the usefulness and aesthetic possibilities offered by augmented reality offers with the study of mythology and its dissemination. In the present work we focus specifically on the mythology about the founding of Madrid. The aim is to establish to what extent it is possible to represent the spirit of myth through new technologies. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
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8. Caminos de reparación.
- Author
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Medinelli, Alejandro Reinoso
- Subjects
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SEX crimes , *AUGMENTED reality , *MIXED reality - Abstract
The article reports that at the time of his sudden death, Ricardo Capponi was preparing a book about the crisis of sexual abuse in the Catholic Church. Topics include examines a first edition of this book, which he hoped to augment and improve with feedback from his first readers, was published in a limited edition under the title "The Present Mission of the Catholic Church. A proposal to face the crisis".
- Published
- 2022
9. PERIODISMO INMERSIVO Y SU APLICACIÓN EN EL ÁMBITO DE LA EMPRESA INFORMATIVA.
- Author
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SÁNCHEZ FRANCO, VÍCTOR and LAVILLA MUÑOZ, DAVID JOSÉ
- Abstract
Immersive journalism is being notorious in mass media little by little. Multimedia platforms are a good place to distribute the new communication trends, The main objectives of this research look forward to demonstrate if the immersive communication can be a good proposal for the prosumer. To achieve these objectives, a qualitative method is going to be used, based on interviews with experts. The conclusions offer a close view of the current situation of the framework about immersive journalism around the world. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
10. LA REALIDAD AUMENTADA EN LAS NOTICIAS SOBRE EL VOLCÁN DE LA PALMA Los ejemplos de TVE y RTVC.
- Author
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HERRERO DE LA FUENTE, MERCEDES, JIMÉNEZ NARROS, CARLOS, and PUELLES GUTIÉRREZ, MIRIAM
- Abstract
Augmented reality expands the possibilities of news discourse. We address its use in the news pieces of La 1 de TVE and RTVC on the eruption of the Cumbre Vieja volcano in La Palma, whose activity is maintained for almost three months (September-December 2021). We applied to an analysis matrix to the pieces produced with this technology to find out their typology and functionality. The research is completed with six in-depth interviews with experts and professionals from both broadcasters. We conclude that RTVC includes this resource in its narrative more frequent and makes better use of it. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
11. Prácticas educativas mediadas por tecnologías digitales en la universidad colombiana.
- Author
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Calle Álvarez, Gerzon Yair and Ocampo Zapata, Diego Alejandro
- Subjects
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MODAL logic , *MOBILE learning , *UNIVERSITIES & colleges , *EDUCATIONAL planning , *DIGITAL technology , *AUGMENTED reality , *CHIEF information officers - Abstract
Colombian higher education has been adapting to the demands of the knowledge society by designing and implementing strategies, programs and courses supported by digital technologies. The purpose of this study was to analyze educational practices mediated by digital technologies in Colombian universities during the 2014-2020 period. A documentary review of 59 research articles was conducted, based on the consolidation of the information in a bibliographic file. The results show anchored lines of research associated with teaching, learning, evaluation, resources, management and social projection based on the possibilities and challenges of using digital technologies. In addition, they show specific development lines of mobile learning and augmented reality. The conclusions reveal that Colombian higher education institutions have increasingly been incorporating digital technologies in face-to-face and semiface- to-face modalities, and have strengthened their use within virtuality because their technological infrastructure has also developed constantly. Also, students have increased thier access and use of different devices. However, there is a pending challenge regarding the design and development of educational tools that can respond to disciplinary knowledge. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
12. Entrenamiento para emergencia con realidad aumentada en caso de tsunami o terremoto en la ciudad de Arica.
- Author
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Rojas Jorquera, Ignacio and Aracena Pizarro, Diego
- Subjects
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TSUNAMIS , *EARTHQUAKES , *MOBILE apps , *AUGMENTED reality , *WIRELESS geolocation systems , *GLOBAL Positioning System - Abstract
This work focuses on developing a mobile training application using Augmented Reality and Geolocation in emergency cases such as tsunamis or earthquakes. The city of Arica was affected by the 1868 earthquake of magnitude 8.6 on the Ritcher scale, generating waves of 15 to 18 meters high; since that event to date, there has not been a catastrophe of similar magnitude being in a seismic lagoon. Given the problem above, it is decided to make a mobile application that includes security zones, evacuation routes, maps, and a training evaluation for the user. The agile SCRUM methodology was used in the analysis, design and implementation stages to develop and achieve the solution. For the proposed solution, it is expected that people will be prepared to avoid accidents and improve performance when evacuating from areas that represent a danger to personal integrity. The tests carried out show that Augmented Reality is appropriate in helping to reach safe areas using GPS. The user's location is indicated without problems on the maps presented in the mobile application. The option to use a route of the evacuation needed to use mobile internet to indicate the way. The thematic maps made it possible to visualize the pointers that represent the safe areas configured by coordinates, and their operation can be independent of the mobile internet. Additionally, the training option allowed observing the timed evaluation time while navigating the different options at the same time, the user performed the test without causing functionality problems when recording and deleting the user's evaluation time. [ABSTRACT FROM AUTHOR]
- Published
- 2022
13. LA REPRESENTACIÓN MITOLÓGICA EN LAS NUEVAS ESTRATEGIAS ARTÍSTICAS.
- Author
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RAMOS FABRA, LIDÓN and PESQUEIRA CALVO, CARLOS
- Subjects
- *
AUGMENTED reality , *VIRTUAL reality , *ALGORITHMS , *MYTH , *EVERYDAY life , *MYTHOLOGY - Abstract
The role of augmented reality, virtual reality or algorithms in society is increasing. It is enough to check the amount of technology that is being integrated as a habitual element in everyday life. The objective of our study is based on combining both the usefulness and aesthetic possibilities offered by augmented reality offers with the study of mythology and its dissemination. In the present work we focus specifically on the mythology about the founding of Madrid. The aim is to establish to what extent it is possible to represent the spirit of myth through new technologies. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
14. PERIODISMO INMERSIVO Y SU APLICACIÓN EN EL ÁMBITO DE LA EMPRESA INFORMATIVA.
- Author
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SÁNCHEZ FRANCO, VÍCTOR and LAVILLA MUÑOZ, DAVID JOSÉ
- Subjects
- *
MASS media , *JOURNALISM , *VIRTUAL reality , *STORYTELLING - Abstract
Immersive journalism is being notorious in mass media little by little. Multimedia platforms are a good place to distribute the new communication trends, The main objectives of this research look forward to demonstrate if the immersive communication can be a good proposal for the prosumer. To achieve these objectives, a qualitative method is going to be used, based on interviews with experts. The conclusions offer a close view of the current situation of the framework about immersive journalism around the world. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
15. LA REALIDAD AUMENTADA EN LAS NOTICIAS SOBRE EL VOLCÁN DE LA PALMA: Los ejemplos de TVE y RTVC.
- Author
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HERRERO DE LA FUENTE, MERCEDES, JIMÉNEZ NARROS, CARLOS, and PUELLES GUTIÉRREZ, MIRIAM
- Subjects
- *
AUGMENTED reality , *VOLCANOES , *BROADCASTERS , *STORYTELLING , *DISCOURSE - Abstract
Augmented reality expands the possibilities of news discourse. We address its use in the news pieces of La 1 de TVE and RTVC on the eruption of the Cumbre Vieja volcano in La Palma, whose activity is maintained for almost three months (September-December 2021). We applied to an analysis matrix to the pieces produced with this technology to find out their typology and functionality. The research is completed with six in-depth interviews with experts and professionals from both broadcasters. We conclude that RTVC includes this resource in its narrative more frequent and makes better use of it. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
16. TECNOLOGÍAS EMERGENTES REALIDAD AUMENTADA Y REALIDAD VIRTUAL AR/VR COMO ALTERNATIVA DE COMPETITIVIDAD EN EL SECTOR PECUARIO DE LA FINCA LA SIRENITA.
- Author
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Urrea-Ospina, Alejandro, Fabian Osorio-Agudelo, Hector, Vélez-Mesa, Lucas, Carolina Leon, Diana, Andres Jaramillo-Villamil, Julian, and Garcia Castaño, Juan Diego
- Abstract
Today TIC and information systems using disruptive technologies such as Augmented Reality AR and Virtual Reality VR, play an increasingly important role in modern business organizations in different economic sectors, to the point of conditioning their success or failure. in an economic and social environment as dynamic and changing as the one that characterizes the world today. [ABSTRACT FROM AUTHOR]
- Published
- 2022
17. LA MUERTE DE LA FOTOGRAFÍA, EL DÍA DESPUÉS: Alteraciones de realidad y experiencias creadas por los avances tecnológicos.
- Author
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MÉNDEZ MORENO, JUAN PABLO
- Subjects
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AUGMENTED reality , *VIRTUAL reality , *SOCIAL degeneration , *PHOTOGRAPHY , *IMPLEMENTS, utensils, etc. - Abstract
The death of photography is argued through its evolutionary step. Nôth, Berger, Dubois, among others, show in their thesis the decadence due to the use of virtual reality and augmented reality devices, innovative gadgets with a fusion of illustrations, frames, audio, interactions, and reactions in an enriched element. The thesis supports three times: moments of its emergence, technological advances, and replacement of traditional media by immersive media. The monographic methodology enables conceptual alignment, concluding that technological advances lead us to a personal representation that is defined by alterations of physical reality, building new experiences. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
18. El mapa mental aumentado en puzle: expectativas de futuros docentes.
- Author
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Ariza Carrasco, Cristian and Muñoz González, Juan Manuel
- Subjects
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EARLY childhood education , *MIND maps , *BACHELOR'S degree , *SOCIAL skills , *INCLUSIVE education - Abstract
This article addresses the expectations of future teachers regarding the benefits of the augmented mind map in puzzle technique in the teaching-learning processes of students. The study sample comprised 388 students from the bachelor's degree programs in early childhood and primary education, as well as the Master in Inclusive Education at the University of Cordoba, Spain. The data were collected using a 5-point Likert scale questionnaire created ad hoc and composed of twelve items that were distributed in three dimensions: development of personal skills, development of interpersonal skills, and development of learning-focused skills. The data were subjected to descriptive analysis, comparative means, correlations, and the study of linear regressions. The results show that future teachers view the possibilities of this technique positively for developing the personal, interpersonal, and learning-focused skills of their students and consider it a good resource to use in the classroom as educators. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
19. La cuarta revolución industrial: Transformación digital como nuevo paradigma.
- Author
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Gallego Trijueque, Sara and Oliva Marañón, Carlos
- Subjects
- *
INDUSTRY 4.0 , *DIGITAL transformation , *INTERNET security , *INTERNET of things , *CLOUD computing , *AUGMENTED reality , *BIG data - Abstract
Thie aim of this theoretical reflection is to describe and categorize the process involved in the new technological revolution based on big data, Internet of Things, cloud computing, etc., focused on Industry 4.0 or Industry of the Future, in which technologies are necessary to renew current and future manufacturing production. In the first part of the article, the digital transformation and its current situation is presented and, in the second part, the focus is on Industry 4.0 and the enablers or essential technologies to carry out this transformation. Consequently, it is inferred that technological enablers are the basic pillars of the fourth industrial revolution, essential to achieve an adequate digital transformation. Thlis premise should be understood as a new cultural paradigm, projecting itself in all areas of the system. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
20. Tiktok, red simbiótica de la generación z para la realidad aumentada y el advergaming inmersivo.
- Author
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Martín Ramallal, P. and Micaletto Belda, J. P.
- Subjects
- *
BRANDED entertainment , *TRANSMEDIA storytelling , *AUGMENTED reality , *ADVERTISING campaigns , *INFORMATION & communication technologies , *ONLINE social networks , *CYBERCULTURE - Abstract
The incessant changes in the modes of interrelation arising from ICT (Information and Communication Technologies) bring avant-garde ways of communicating, especially among the new generations. Social networks seem to have become the agora of postmodernity and any discourse that aspires to consolidate itself must adapt to them. Mixed realities (MRe), exemplified by virtual reality (VR) and augmented reality (AR) do not escape this axiomatic truth. The main networks natively integrate AR filters as layers of enriched information. Advertisers, eager to reach an elusive audience, have realized its storytelling potential. The objective is to test the compatibility of AR as a resource for advertising campaigns in RRSS supported by advergames with a transmedia strategy. The methodology is based on a triangulation whose vertices comprise a case study, a discourse analysis and a focus group (FG). The results derive from the analysis of two emblematic actions embedded in TikTok, a social network of exponential growth among the generation z. The campaigns under review are "WeStart" by Ma French Bank's and "You're On" by Ray Ban's. A series of reflections are brought to discussion regarding the advantages and peculiarities of integrating these strategies as an advertising story. As general conclusions, generation z seems to be called to adopt immersion as something proper to their social modes and cybercultural iconography, including this premise to transmedia advertising. In addition, AR advergames in social media find in transmedia a catalyst to reach their maximum performance. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
21. Efeito das interações dos estudantes de Ciências com Recursos Educacionais em Realidade Aumentada para o desenvolvimento da Habilidade de Visualização Espacial.
- Author
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Herpich, Fabrício, Fernanda da Silva, Patrícia, and Rockenbach Tarouco, Liane Margarida
- Subjects
- *
LEARNING , *EDUCATIONAL resources , *BASIC education , *EDUCATION students , *SPATIAL ability , *AUGMENTED reality - Abstract
The main scope of this article is to highlight the potential of student interactions in Science teaching, from educational resources in augmented reality, and its effect on the development of spatial visualization skills. Therefore, it presents a contextualization about Science teaching, the use of real laboratories, as well as its limitations, presenting as an alternative the use of educational resources in augmented reality with the support of mobile devices. The solution was tested in activities that complement the Science teaching and learning process with basic education students in Brazil. It aimed to investigate whether students' interactions with educational resources in augmented reality can contribute to the development of spatial visualization skills. The methodological procedures were organized in a quasi-experimental approach, through activities foreseen in a test protocol carried out with 208 participants divided into two groups: Control (n=96 subjects) and Experimental (n=112 subjects). In general terms, the results of this research point to contributions arising from the interactions of students with educational resources in augmented reality, both for the development of spatial visualization skills, as well as for the observation of the phenomenon and understanding of the abstract concepts associated with it, formulation and testing of hypotheses, as well as conclusions from the situations experienced. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
22. A Realidade Aumentada no contexto educativo da Educação Básica.
- Author
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Meirinhos, Cláudia and Meirinhos, Manuel
- Subjects
- *
AUGMENTED reality , *SOCIAL learning , *SOCIAL networks , *DIGITAL learning , *DIGITAL technology , *CLASSROOMS - Abstract
Children born in the last decade represent the first generation intrinsically imbued with new technologies. Mobile devices are part of their daily lives, with an increasing use in terms of games, participation in social networks and as a learning tool. It is on this last aspect that the school should focus more, enhancing learning supported by digital technologies. Augmented Reality as a technology with great innovative potential, promoting experiences with high levels of motivation and enabling greater student involvement. In this study we seek to characterize Augmented Reality from a conceptual point of view, identify the advantages of its use in Education and provide some platforms and applications that can be used by teachers in the learning context, to promote the educational success of their students. [ABSTRACT FROM AUTHOR]
- Published
- 2021
23. Incidencia de la realidad aumentada en los procesos de aprendizaje de las funciones matemáticas.
- Author
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Martínez, Olga M., Mejía, Ever, Ramírez, William R., and Rodríguez, Tarcisio D.
- Subjects
- *
MATHEMATICAL functions , *APPLICATION software , *LEARNING , *EXPERIMENTAL groups , *QUESTIONNAIRES , *AUGMENTED reality - Abstract
The purpose of this research study is to determine the incidence of augmented reality in the learning process of mathematical functions. An explanatory quantitative approach and a quasi-experimental design were applied with two groups (experimental and control) that were tested in two instances. In total, 70 ninth grade students from Barranquilla (Colombia) are surveyed. Acheck list is used to identify computer applications of augmented reality. Two questionnaires (pre-test and post-test) are applied to assess student knowledge level on mathematical functions. The pre-test is applied first to both groups and the results obtained show a homogeneous mean. The post-test results show that the students from the experimental group managed to surpass the mean of the control group. It is concluded that the use of augmented reality, implemented as a pedagogical strategy, allowed improving student learning of mathematical functions. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
24. USO Y COMPETENCIAS DE LA REALIDAD AUMENTADA EN LA INFORMACIÓN DEL ESCRUTINIO DE LAS ELECCIONES GENERALES DEL 10-N EN LAS CADENAS DE TELEVISIÓN ESPAÑOLAS.
- Author
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Oliveros, Beatriz Triguero and Sánchez-Calero, María Luisa
- Subjects
- *
AUGMENTED reality , *POLITICAL debates , *VIRTUAL reality , *TELEVISION journalists , *TELEVISION broadcasting of news , *SOCIAL networks , *DIGITAL communications , *SPATIAL ability - Abstract
Moderating, managing a political debate, and presenting the results of the electoral count are today's new challenges for informants on television. The new ways of consumption and content generation by audiences themselves, as well as the grow-ing importance of social networks’ disseminating role, are changing formats and channels which enrich TV frameworks, promote innovation and help receivers to un-derstand and analyze TV data in a new light. New technologies have broadened the range of possibilities on the television scene. Constantly evolving tools allow the production of virtual content improving the visu-alization and understanding of data. These new resources also serve as support for journalists in information broadcasting, who use digital methods that reinforce mul-timodal communication. In recent years, Augmented Reality (AR), Virtual Reality (VR) and 360-degree Video have landed in the Spanish media to promote information of a different nature. In the specific case of political information on television, Augmented Reality offers the opportunity to represent and virtually show those elements that are not present on the television scene, surpassing the limits of the physical world. This paper analyzes the application and potential of Augmented Reality in televised electoral debates in Spain, specifically during the scrutiny day of the general elec-tions of November 10, 2019 (10- N). This analysis shows how the political debate was forged in the new television sphere of five networks -Antena 3, La Sexta, TVE, Telemadrid and TV3- between 7:30 p.m. and 2:30 a.m., and its symbiosis with new technological tools to capture the audience at a time of maximum competitiveness. [ABSTRACT FROM AUTHOR]
- Published
- 2021
25. Flexibilidad en Apps de cuentos de realidad aumentada.
- Author
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PEÑA-ACUÑA, Beatriz, MARTÍNEZ-SALA, Alba-María, and MORALES, Andrea FELIPE
- Subjects
- *
EDUCATIONAL technology , *ARTIFICIAL intelligence in education , *AUGMENTED reality , *MOBILE apps , *TEACHING methods , *CRITICAL thinking , *DIVERGENT thinking , *CREATIVE ability - Abstract
This research investigates the flexibility of two apps of stories of augmented reality, as well as eight specific variables of this cognitive characteristic of creativity from the Creapp 6-12 questionnaire (Del Moral Pérez, Bellver, & Guzmán: 2018). The study concludes that all specific variables of flexibility in apps are used in activities in a convergent and divergent way, stimulate critical and divergent thinking, accessibility and adaptation to different levels of difficulty, include variety of codes, allow the interrelation of elements, construct different stories, manipulate and exchange elements and the possibility of changing and reformulating the story. [ABSTRACT FROM AUTHOR]
- Published
- 2020
26. Realidad aumentada y aprendizaje en la química orgánica.
- Author
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Cerrillo, Salvador Ruiz
- Subjects
- *
AUGMENTED reality , *ORGANIC chemistry , *TECHNOLOGICAL innovations , *ORGANIC compounds , *CHEMICAL formulas - Abstract
The usage of augmented reality (AR) in the process of Organic Chemistry Teaching-learning it´s considered as an innovation in didactics of this type of content and an opportunity area for the known education 4.0. The aim of this article was to evaluate learning in Organic Chemistry in High school students' trough the usage of AR. A mixed focus was used, using a rubric as principal tool for the evaluation of the augmented reality projects designed trough HP Reveal®, such as a quiz that allowed to evaluate Specific learning on the students. The results showed a mean grade of 8.3/10 on the augmented reality projects, the mean obtained on the quiz was 7.94/10. As a conclusion manner, the usage of AR projects in high school students improves learning conditions in the domain of Chemistry trough the identification of formulas and organic compounds. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
27. Aplicación de realidad aumentada centrada en el niño como recurso en un ambiente virtual de aprendizaje.
- Author
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Bezares Molina, Francisco Gabriel, Toledo, Guadalupe Toledo, Acevedo, Francisco Aguilar, and Mendoza, Eduardo Martínez
- Subjects
- *
AUGMENTED reality , *EDUCATIONAL resources , *COURSEWARE , *TEACHERS , *MOTIVATION (Psychology) - Abstract
Given its characteristics, augmented reality (AR) is presented as an alternative resource in a virtual learning environment (VLE) by providing virtual elements in the real world, which can facilitate learning. This article aims to describe the development of a mobile application with guided AR under the fundamentals of User-Centered Design (UCD) in order to be integrated into a VLE. The development strategy consisted of using the UCD and in its phases making use of tools such as: surveys for the collection of information, Quality Function Deployment to identify and prioritize requirements, AR technology for prototyping and finally usability tests to identify design problems. As a result, it was possible to demonstrate the viability of this procedure in the development of interfaces of this type, considering that the resources that contextualize the needs and tastes of its users can provide better facilities and motivation within their learning. The case study studied is that of English for primary school children, which allowed verifying that this detailed framework can be replicated to other areas of interest and allow teachers to integrate AR applications in face-to-face or online learning environments. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
28. DISPOSITIVOS MÓVILES EN LA EDUCACIÓN: TENDENCIAS E IMPACTO PARA LA INNOVACIÓN.
- Author
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Pascuas-Rengifo, Yois Smith, Garcia-Quintero, John Arley, and Mercado-Varela, Martin Alonso
- Subjects
- *
MIXED reality , *INFORMATION & communication technologies , *AUGMENTED reality , *NEW product development , *EDUCATIONAL objectives , *VIRTUAL reality - Abstract
Innovation is essential for the development of new products that contribute to the generation of value in society. Within education, the integration of information and communication technologies has enabled the innovation of teaching-learning processes, as is the case of the use of mobile devices (M-Learning) inside and outside the classroom. This research analyzes academic production on the use of mobile devices for educational purposes, favoring the analysis of trends and impact. The main findings of this research show that the adaptation of M-Learning must be a priority since it is the basis for the development of other strategies such as augmented reality, virtual reality, mixed reality, gamification, virtual and remote laboratories, and integration of artificial intelligence in order to strengthen the challenges of the educational system. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
29. Percepción docente sobre la Realidad Aumentada en la Enseñanza de Ciencias en Primaria. Análisis DAFO.
- Author
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Villalustre Martínez, Lourdes, del Moral Pérez, M. Esther, and Neira-Piñeiro, María del Rosario
- Subjects
- *
AUGMENTED reality , *SCIENCE education , *PRIMARY education , *SWOT analysis , *EDUCATIONAL technology - Abstract
The aims of this research are: a) to identify the educational possibilities of Augmented Reality (AR) for Science learning in primary education, according to the teachers' perception, and b) to do a SWOT analysis related to AR implementation in Science teaching and learning. With this purpose, a survey was used to analyse the perceptions of a sample of teachers (N=41) participating in the Project Experiment with Augmented Reality, supported by the Asturian Department of Education (2017-18), which involved 542 schoolchildren. Afterwards, at the end of the project, a SWOT analysis was made. Amongst the results, it can be highlighted that, according to the teachers' perception, AR increases scientific competences in students, as well as their motivation towards science. It also fosters collaboration and creates a classroom environment favourable for investigation and project based learning. However, some difficulties are detected, such as the limited training of teachers and the scarcity of technological resources in schools. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
- View/download PDF
30. Nuevas narrativas en televisión: La Realidad Aumentada en los telediarios de Antena 3.
- Author
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Azkunaga García, L., Gaztaka Eguskiza, I., and Eguskiza Sesumaga, L.
- Subjects
- *
AUGMENTED reality , *TECHNOLOGICAL innovations , *TELEVISION broadcasting of news , *JOURNALISM , *VIRTUAL reality - Abstract
Technological innovation engages with new journalism narratives in a context marked by a wide information offer, in which the media try to differentiate themselves and generate more interactivity towards their audiences. This investigation analyses the use of Augmented Reality (AR) as an informative tool on Antena 3 news, in the period between January and April 2019. This Spanish television channel is a pioneer in the implementation of this display technology that recreates immersive situations superimposing physical and virtual realities. The main objective is identifying topics that use AR most, as well as determine their form, interactivity level and main functions. With a clear informative purpose, these resources are mainly associated with news of general interest, normally with a certain prevision or durability. Additionally, this study outlines main characteristics of a surrounding innovative scenography which promotes a closer approach among the anchorman and spectators, contributing to a better information comprehension and assimilation. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
- View/download PDF
31. Incorporación de realidad aumentada en el desarrollo de la visualización. Un estudio con estudiantes de secundaria en torno al modelo atómico.
- Author
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Merino, Cristian and García, Álvaro
- Subjects
- *
AUGMENTED reality , *HIGH school students , *MOLECULAR spectra , *EDUCATION research , *DESIGN research - Abstract
The article presents the activities that embodied a teaching-learning sequence (TLS) that were then implemented in a high school Chemistry class in Bogotá, Colombia. The novel approach to the TLS in the chemistry course was the implementation of augmented reality to support the visualization of the phenomenon under study. The activities were designed to support participants in being able to describe, relate, explain and interpret emission spectra and the dual nature of light. The Educational Design Research model was used to understand the impacts of augmented reality on students’ visualization capabilities. The data collected correspond to the productions of high school students visualization capabilities, and are compared with a matrix of levels of representation. The results suggest that, once the TLS is completed, students initial understanding moved from representations that correspond to an iconic description of the phenomenon, towards those that contain a greater semantic and semiotic load. The conclusions indicates that the TLS utilizing AR favors visualization processes for students. Limitations of the study are also discussed. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
- View/download PDF
32. Aplicación de la Realidad Aumentada en las prácticas educativas universitarias.
- Author
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Astudillo Torres, Martha Patricia
- Subjects
- *
HIGHER education , *UNIVERSITIES & colleges , *AUGMENTED reality , *VIRTUAL work , *PARTICIPANT observation , *TECHNOLOGICAL innovations , *EDUCATIONAL technology - Abstract
This article we analyze the pedagogical practices carried out by students when developing an application with Augmented Reality technology to raise awareness about environmental problems that occur in the southeast region of Mexico, specifically in the State of Chiapas. The research is based epistemologically on the assumptions of the Sociocultural Constructivism paradigm and is contextualized in a Mexican public higher education institution. To proceed with the reality that circumscribes the study, a methodological model guided by the principles of Research- Action is designed, through participant observation, interview, focus group and content analysis, as information gathering techniques. Likewise, through the triangulation of these data collection sources, the analytical treatment of the information is carried out. The main findings point out that the integration of emerging technologies - such as Augmented Reality - to the educational process favors and motivates students' learning and simultaneously allows them to develop a series of digital competencies related to information management, ability to produce academic texts, the capacity for verbal argumentation, the ability to analyze and synthesize digital information, virtual collaborative work, autonomous learning and communication. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
- View/download PDF
33. REDUCCIÓN DE TRANSMISIÓN PARA VEHÍCULO TODO TERRENO CON REALIDAD AUMENTADA Y DISEÑO ASISTIDO POR COMPUTADORA.
- Author
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Cuautle-Gutiérrez, Luis and de Jesús Cordero-Guridi, José
- Subjects
- *
COMPUTER-aided design , *AUGMENTED reality , *MOBILE apps , *NEW product development , *PRODUCT design - Abstract
The transmission in a car is responsible for providing the necessary force to overcome the conditions of the route. This research presents the dimensional reduction of the transmission box of an all-terrain vehicle of a Mexican private university to improve its performance in a national competition. A product design and development methodology was employed using an augmented reality application to validate the new geometry and decrease the current volume of the box, as well as its correct position in the vehicle. The computer-aided design ensured that the housing can operate under suitable conditions with a low level of system vibrations. The results obtained show a reduction of 0.8 liters in volume and a lower weight in the transmission by 31%, in addition to the development of a mobile application to emulate the position in the structure of the vehicle. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
- View/download PDF
34. Usa tecnología y crece tu negocio.
- Author
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Velázquez, Franck and Austria, Xóchitl
- Subjects
- *
INNOVATIONS in business , *TECHNOLOGICAL innovations , *BUSINESS expansion , *BLOCKCHAINS , *INTERNET of things , *ARTIFICIAL intelligence , *AUGMENTED reality - Abstract
Inteligencia artificial, realidad aumentada, internet de las cosas y blockchain son herramientas que ayudan a democratizar oportunidades y automatizar procesos. Conoce la historia de estas startups que están impulsando los cambios exponenciales. [ABSTRACT FROM AUTHOR]
- Published
- 2019
35. El arte de convertirse en un jaguar, o la realidad virtual no es un juego.
- Author
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Prinz, Ulrike
- Subjects
- *
VIRTUAL reality , *VIDEO games , *INDIGENOUS peoples of the Americas , *INDIGENOUS peoples , *AUGMENTED reality - Abstract
To be immersed in virtual realities, as we might experience in increasingly sophisticated ways playing video games, has always been and still is a widespread Amerindian cultural technique. But, while we can't agree on what this virtual reality (VR) means, nor we have come to a conclusion on the concept of "reality" itself and what is happening in our brain while we are playing, amazonian indigenous people have always been and are aware of the risk involved in similar processes of immersion. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
- View/download PDF
36. Realidad Aumentada, una herramienta para la gestión de los valores patrimoniales.
- Author
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Mengana-de la Fé, Gilbert Adrián and López-Ramos, Dionis
- Subjects
- *
AUGMENTED reality , *VIRTUAL reality , *INFORMATION & communication technologies , *TECHNOLOGICAL innovations , *AGRICULTURAL innovations - Abstract
The evolution of Information and Communication Technologies make available to people technologies like Augmented Reality. This is very flexible and allows users to interact with the environment that surrounds them. The Augmented Reality computer systems focused on their use in the management of heritage values are gaining great popularity. In the present work a study of the advantages of the Augmented Reality for the interaction with the patrimony was made. As a case study is presented the design and implementation of an application oriented to smartphones with Android Operating System, whose objective is to show information about the exhibitions of the art gallery of the museum Emilio Bacardi Moreau of Santiago de Cuba making use of Reality Augmented procedures. In the same way the theoretical foundation and the state of the art of the applications of this type are presented. Software engineering was described through the Extreme Programming methodology. Details of the implementation are presented and acceptance tests were carried out. The idea of this system is to offer users the possibility to explore the art room of the Emilio Bacardí Moreau museum without a guide, through the camera of the phone the user will be given the information of the work of art that he visualizes. [ABSTRACT FROM AUTHOR]
- Published
- 2019
37. Diseño e implementación de una experiencia para trabajar la interculturalidad en Educación Infantil a través de realidad aumentada y códigos QR.
- Author
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Rodríguez-García, Antonio-Manuel, Javier Hinojo-Lucena, Francisco, and Ágreda-Montoro, Miriam
- Abstract
In recent years, schools have witnessed an increase in the arrival of students from different countries in their classrooms, in addition to a growing multicultural society. This situation has given rise to specific needs that must be addressed from an early age in the educational system in order to promote students' mutual understanding of multicultural society. This study presents the design and implementation of a project on intercultural education using emerging ICT tools such as augmented reality and QR codes. The experience was carried out during the internship period of future teachers in the BA in Early Childhood Education through an assignment in the subject of Didactic-Technological Resources Applied to Early Childhood Education during the 2016-2017 academic year. The results show that both active and future teachers widely accept these technologies and use them to innovate didactic contents, as well as an improvement in the motivation, interest and involvement of their students. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
- View/download PDF
38. Una aproximación a la realidad aumentada y sus aplicaciones quirúrgicas.
- Author
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Aguilar, E., Vivas, A., and Sabater, J.
- Abstract
This paper shows an overview of simulation in training and support of surgeries with Augmented Reality, AR is a technology characterized by sensor perception enrichment adding virtual content to the perception of reality. At first this article shows an overview of guided surgery systems and the principal advances in simulation using Virtual Reality (VR), and finally, it presents a group of Augmented Reality (AR) applications with emphasis on minimally invasive surgeries. In this review, it is concluded that one of the comparative advantages of the training Augmented Reality (AR) with Virtual Reality (VR) is the haptic feedback. The new researches in this area are the visual and haptic realism and dynamic tracking of markers and organs that allows sensory augmentation with high reality affinity. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
39. Aplicaciones de la telemedicina en montaña y entornos hostiles.
- Author
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Palop Asunción, J. G., Hernández Abadía de Bárbara, A., Vázquez Prat, Á., and Nevado del Mazo, L.
- Subjects
- *
TELEMEDICINE , *ARMED Forces , *ELECTROCARDIOGRAPHY , *MEDICAL technology , *AUGMENTED reality - Abstract
The Telemedicine Unit of the Armed Forces, has allowed to equip our sanitary steps in zone of operations (Z/O) to improve diagnostic and therapeutic capacity, due to the support and distance advising from the ROLE 4 HCD "Gómez Ulla", through different Telemedicine equipment. These equipment have always been placed in ROLE 1 or ROLE 2E structures, as well as in navy ships. In the year 2006 during the expedition of the High Mountain Military Group to the Gasherbrum II (8.035 mts) in the Karakorum (Himalaya) from the Military of Mountain and Special Operations School, taking advantage of the extreme conditions of a base camp, in collaboration with the Telemedicine Unit of the Armed Forces, an experimental project with telemedicine equipment was developed. The objective of the project was to check whether in so extreme conditions the use of these equipment was feasible, in order to extrapolate results to a medical team type "stabilization cell", deployed in Z/O, without the support of a Base or a ROLE. The project was carried out with equipment of: vital constants monitoring, electrocardiograph, high resolution image and video conferencing, be presented a real-time communication with medical specialists located in the Central Defense Hospital "Gómez Ulla" from Madrid. Later in the year 2009, this project was completed carrying out a test of transmission in real time of a echocardiography from the Altai Mountains to 4000 (mts) in Mongolia in similar conditions. And finally, in 2016 close to the detachment of Candanchú and in winter conditions and in snowy terrain was carried out a test with "glasses of augmented reality", during which an infantryman, without previous preparation, could link with the Telemedicine unit and following the instructions received from the staff of the Unit, perform a life saving manoeuvre in a simulated casualty. All this with other devices and software applications currently in development, open a lot of possibilities that will allow telemedicine to the place where the casualty is, with the improvement of care that this implies. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
40. ESTRATEGIAS DE FORMULACIÓN DE PREGUNTAS DE CALIDAD MEDIADAS POR REALIDAD AUMENTADA PARA EL FORTALECIMIENTO DEL PENSAMIENTO CIENTÍFICO.
- Author
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DÍAZ, FREDY LEÓN, DUQUE BEDOYA, ERIKA, and ESCOBAR IBARRA, PAOLA
- Subjects
- *
AUGMENTED reality , *VIRTUAL reality in education , *EDUCATIONAL technology , *ACADEMIC motivation , *EDUCATION , *EDUCATIONAL innovations , *SCIENTIFIC knowledge - Abstract
Augmented reality is an emerging technology that provides educational opportunities, especially because it motivates students. The purpose of the research presented in this article was to analyze how the strategy of formulating questions, mediated by augmented reality, contributed to strengthening students' scientific thinking in two public schools in Colombia. The study is qualitative, and the results indicate that the students appropriated the structure and characteristics of the quality questions. The resulting improvement in the questions produced is associated with improved quality of student thinking. Another observation was that mediation with augmented reality had an effect on the students' interest, motivation, and perception of achievement. [ABSTRACT FROM AUTHOR]
- Published
- 2018
41. Integración de Un Sistema Robótico de Terapia Ocupacional para Extremidades Superiores con Estimulación Visual/Táctil de Los Pacientes.
- Author
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Vidrios-Serrano, C. A., Maldonado-Fregoso, B. R., Bonilla-Gutiérrez, I., Mendoza-Gutiérrez, M. O., and González-Galván, E. J.
- Abstract
Traditional upper limb rehabilitation exercises are primarily aimed at regaining the strength or range of motion of the patients' injured area. An alternative option that has been presented in the last years is the use of haptic interfaces, which have shown their potential as tools that support rehabilitation therapies. This article presents a haptic system of rehabilitation for fine upper limb movements, whose main characteristic is that users of the system can interact in a visual and tactile fashion with virtual objects mixed with real scenarios, thereby achieving an augmented reality environment. The system was tested in two stages, both with subjects who had a degree of disability in upper limbs. The data collected were followed trajectories, follow-up errors and the muscular activity obtained by means of electromyography; the collected information enabled the analysis, in a quantitative way, of the degree of progress of the patients. In addition, the assessments made by physiotherapists were considered, concluding that the proposed system can be used as a viable complementary tool for conventional rehabilitation therapies. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
42. Validación del modelo TAM de adopción de la Realidad Aumentada mediante ecuaciones estructurales.
- Author
-
CABERO-ALMENARA, JULIO and DÍEZ DE LOS RÍOS, JOSÉ LUIS PÉREZ
- Subjects
- *
TECHNOLOGY Acceptance Model , *AUGMENTED reality , *SOCIAL psychology , *STUDENTS , *TECHNOLOGY - Abstract
The model TAM (Technology Acceptance Model) is analyzed that suggests that the attitude towards a technology depends on two variables: the perceived utility and the facility of perceived use. The viability of the model is studied with regard to the Augmented Reality (AR) using the structural equations. Material and Methods: an investigation is studied with 274 pupils of Infantile and Primary that worked with AR's objects elaborated for the study. Results and discussion: is dem- onstrated the efficiency of the model, the possibilities that are offers the methodology of the structural equations and an instrument is validated of analysis of the TAM towards the AR. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
43. Aprendizaje de los Conceptos Básicos de Realidad Aumentada por Medio del Juego Pokemon Go y sus Posibilidades como Herramienta de Mediación Educativa en Latinoamérica.
- Author
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Gutiérrez, Ronald S., Duque, Erika T., Chaparro, Ricardo L., and Rojas, Néstor R.
- Abstract
The present study is aimed at identifying the basic learning of Augmented Reality experienced by Pokemon Go players as well as the possibilities observed in Augmented Reality as an educational mediation tool. Therefore, an instrument was designed and applied to a randomized population of users of this game. A qualitative approach with a grounded theory design was followed. This allowed observing that the game generated a basic learning in users, allowing them to understand the basis for its operation. Likewise, different possibilities of using Augmented Reality as a mediating tool in learning processes were identified. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
44. Una perspectiva neurobiológica y comunicacional de la imagen y de la realidad aumentada.
- Author
-
Moreno-Sánchez, Isidro and Segura, Jesús Jiménez
- Abstract
From the perspective of neurobiology and communication, the research analyzes prehistoric rock paintings and augmented reality. Both systems combine reality and virtuality, 360-degree images, immersion, physical and social interactions, and a break with the Renaissance representational framework. Augmented reality adds interactivity by approaching the natural cognition of the brain, and its communicative effectiveness is greater than that of other image systems. The main objective of this research is to prove that proposition. The methodology, which is basically exploratory, is based on the contributions of neuroscience and psychobiology, on cultural studies, and on the communicative possibilities offered by ICTs in mobility. The results suggest that greater communicative effectiveness is linked to socialization, 360-degree multi-sensory immersion and interactive images. It seems fruitful to develop and enhance systems of augmented reality in mobility that interweave interactivity and moving pictures in 360-degree immersive contexts. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
45. Componentes para geolocalización por realidad aumentada.
- Author
-
Añez Pérez, Lizdeith Carolina and Pérez Hasbun, Deisy del Carmen
- Abstract
The main objective of the research was to identify the Components of Geolocation by Augmented Reality, technically based on the proposals of authors such as Alcivar (2015), Irimia (2014), Steiniger, Neun and Edwardes (2012), in turn, under the methodological premises of authors that sustain the type, design of the investigation; based on the descriptive conceptualization supported by Hernández, Fernández and Baptista (2014) and documentary supported by the author Nava (2001), at the non-experimental design level the postulates of Hernández-Sampieri, R., Fernández-Collado, C. y Baptista-Lucio, P. (2014, complementing the information referred to the documentary observation technique according to authors such as Arias (2012). Obtaining as results the components of geolocation by augmented reality, integrated by the Android smartphone, the global positioning system (GPS), the communication networks with 2.75G or 2.8G and 3G coverage or the connectivity to WIFI and the provider of service and content through mobile application. Finally, with the study of these components, and defining their technical characteristics, it was possible to guarantee the operation of the components required by the user, certify the resources for development by the programming team and establish a follow-up for the improvement and dissemination of the mobile app. [ABSTRACT FROM AUTHOR]
- Published
- 2018
46. Profesores aumentados en el contexto de la realidad aumentada: una reflexión sobre su uso pedagógico.
- Author
-
Cupitra García, Alberto and Duque Bedoya, Erika Teresa
- Abstract
This article aims at reflecting on the teaching practices and strategies implemented by teachers, using the technology of augmented reality, through national and international experiences. The importance of this view is to investigate, from a pedagogical perspective, how this emerging technology is transversal to all educational fields and how augmented reality allows the emergence of innovative didactic practices, which facilitate enriching dynamics both for teachers and learners, without leaving aside the difficulties offered by their implementation in the classroom and the paradigms that teachers must face. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
47. CARACTERIZACIÓN DE MARCADORES DE REALIDAD AUMENTADA PARA SU USO EN ROBÓTICA.
- Author
-
Valencia Hernández, Carlos Alberto, Restrepo Martínez, Alejandro, and Muñoz Ceballos, Nelson David
- Abstract
In spite of the wide variety of studies and researches about augmented reality applied in robotic systems, in general terms there are not analysis around how affects the detection of markers: illumination, distances, or angles of incidence of the robot´s camera, underestimating the importance of these parameters in the representation of augmented objects, it difficult to do an objective performance comparison of the augmented reality applications in robots. This paper describes a procedure in order to analysis a set of standard augmented reality markers taking into account distances, detection angles, illumination, and the effect of marker size on the scale of augmented objects, in a way that helps the reader to determine what effect they have on the system performance, and proposing a series of recommendations from the results of technical tests in order to maintain optimal detection of markers for in-door environments. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
48. Análisis Bibliométrico de la Realidad Aumentada y su Relación con la Administración de Negocios.
- Author
-
Alvarez-Marin, Alejandro, Castillo-Vergara, Mauricio, and Geldes-González, Cristian
- Abstract
Using the Web of Science Core Collection of Thomson and Reuters, publications whose title included the concept of augmented reality were analyzed, considering that in recent years this technology has had an explosive growth in different areas and disciplines. This study analyzes the relationship of augmented reality with business administration. The methodology used is a bibliometric analysis. Strategic maps were obtained for two periods studied. It is concluded that research done during the first period has an essentially technical focus, whereas, for the second period, they are more focused on the relation between this technology and people. Subjects such as environment, technological acceptance and ubiquitous computing present an opportunity for its development in the business field, which has not yet been strongly explored. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
49. M-learning y realidad aumentada: Revisión de literatura científica en el repositorio WoS.
- Author
-
Fombona, Javier, Pascual-Sevillano, Maria-Angeles, and González-Videgaray, MariCarmen
- Abstract
Augmented reality emerges as a tool, on which it is necessary to examine its real educational value. This paper shows the results of a bibliometric analysis performed on documents collected from the Web of Science repository, an Internet service that concentrates bibliographic information from more than 7,000 institutions. Our analysis included an overall universe of 12,000 indexed journals and 148,000 conference proceedings. From those, we selected a sample targeting the terms "mobile-learning" or "m-learning" and "augmented reality" as descriptors or components of titles of scientific works. The analysis on journals (n=741) and in conference proceedings (n=913) reveals a differentiated perspective in each area in the last two years. A qualitative analysis of 67 scientific productions addressing these subjects complements the research. This highlights five themes: conceptualization of the phenomenon, development of new methodologies, motivation, spatial delocalization, and implementation in subject-matter areas. The research highlights logical changes, such as greater and differentiated access to information; transcendent innovations, such as increasing informal and ludic activities, insertion into virtual environments, membership of specific groups, and networks of friendly interaction, along creation of new scales of values. These elements are now beginning to constitute fundamental parts of teaching methodologies. Education appears to be subsidiary to technical advances, thus imposing a drastic methodological change. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
50. Parque de diversión virtual.
- Author
-
TOMASINI, CARLOS
- Subjects
- *
VIRTUAL reality , *COMPUTER simulation , *AUGMENTED reality , *MIXED reality , *CULTURAL industries , *AMUSEMENTS , *ENTERTAINMENT technology - Abstract
En los próximos 10 años, los avances en realidad virtual, realidad aumentada, 360 grados y tecnologías inmersivas modificarán la manera en que consumimos contenidos, abriendo oportunidades para generar experiencias en la industria del entretenimiento. [ABSTRACT FROM AUTHOR]
- Published
- 2018
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