24 results on '"Beck, Dennis"'
Search Results
2. Promoting Acquisition and Generalization of Skills for Individuals Severely Impacted by Autism Using Immersive Technologies
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Schmidt, Matthew, Glaser, Noah, Schmidt, Carla, Beck, Dennis, Palmer, Heath, Lim, Mark, Spector, J. Michael, Series Editor, Bishop, M.J., Series Editor, Ifenthaler, Dirk, Series Editor, Yuen, Allan, Series Editor, Hokanson, Brad, editor, Clinton, Gregory, editor, Tawfik, Andrew A., editor, Grincewicz, Amy, editor, and Schmidt, Matthew, editor
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- 2020
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3. Special Session-Challenges and Opportunities for Assessment in XR
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Ziker, Cindy, Ydo, Evelien, Zapata-Rivera, Diego, Hillier, Mathew, Casale, Michael, Economou, Daphne, Klippel, Alexander, Dodds, Heather, Pena-Rios, Anasol, Lee, Mark J. W., Beck, Dennis, Pirker, Johanna, Dengel, Andreas, Peres, Tiago M., Richter, Jonathon, and Educational Science
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Computer science ,media_common.quotation_subject ,XR ,performance-based assessment ,Virtual reality ,evidence-centered design ,Session (web analytics) ,augmented reality ,authentic-assessment ,Engineering management ,Presentation ,Work (electrical) ,Leverage (negotiation) ,Authentic assessment ,simulation-based assessments ,Task analysis ,stealth assessment ,virtual reality ,Augmented reality ,22/1 OA procedure ,work-based assessment ,media_common - Abstract
This Special Session will examine the opportunities and challenges associated with developing and implementing authentic assessments in XR to inform teachers, faculty, researchers, and industry trainers interested in advancements in this field. Methods for conducting real-time assessments in XR environments will be demonstrated and include audience participation. A brief introduction regarding the state of assessment in XR will be presented by moderator Dr. Cindy Ziker, followed by four presenters and an interactive discussion on assessment in XR that will include topics posed by the audience. Evelien Ydo will present on performance-based assessment (PBA) and simulation-based assessment (SBA) using virtual reality. Dr. Diego Zapata-Rivera’s presentation will focus on conducting adaptive, embedded assessments that leverage the virtual presence of experts, teachers, and observers, and interactions with virtual agents and virtual objects. Dr. Mathew Hillier will present on the "Transforming Assessment Project", that includes the use of unique software tools and augmented reality. Dr. Michael Casale will present on innovations in work-based assessment and industry training.
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- 2020
4. iLRN 2018 Montana. Workshop, long and short paper, and poster proceedings from the fourth immersive learning research network conference
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Beck, Dennis, Allison, Colin, Morgado, Leonel, Peña-Rios, Anasol, Ogle, Todd, Richter, Jonathon, and Gütl, Christian
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Serious games ,Immersive environments ,Technology-enhanced learning ,Virtual worlds ,Augmented reality ,iLRN ,Immersive learning ,Virtual reality ,Mixed reality ,Immersive Learning Research Network - Abstract
ILRN 2018 - Conferência internacional realizada em Montana de 24-29 de june de 2018. Workshop, short paper, and long paper proceedings info:eu-repo/semantics/publishedVersion
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- 2018
5. Review of Educational Research Methods in Desktop Virtual World Environments: Framing the Past to Provide Future Direction.
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Beck, Dennis and Perkins, Ross A.
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EDUCATION research ,VIRTUAL reality ,HUMAN-computer interaction ,COMPUTER science research ,AFFECTIVE computing ,VIRTUAL communities - Abstract
This article describes educational research methodologies being used in the investigation and evaluation of desktop virtual world environments (DVWEs) as used to teach a variety of subjects in higher education. Ellis' research framework on innovations (2005) and Reeves and Hedberg's research goals (2003) were used as lenses to examine the state of educational research methods within DVWEs. An extensive search that resulted in 127 peer-reviewed papers chosen, was carried out to locate journal articles in the fields of educational technology, computer science and information systems, virtual reality/virtual worlds/gaming, science and health education, human-computer interaction, media and communications, psychology, social science, cognitive science, and library science. Results showed that while small scale research is common, research with broader goals (i.e. program evaluation, developmental research) is lacking. Implications include the need for signature developmental researchers to make their virtual world applications open source, and for DVWE researchers to explore collaborative research opportunities with postmodern, education researchers in order to shed more light on important issues of equity, gender, politics, and culture that impact education. [ABSTRACT FROM AUTHOR]
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- 2014
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6. Time Travel as a Visitor Experience: A Virtual Reality Exhibit Template for Historical Exploration
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Cassidy, Catherine Anne, Fabola, Adeola, Oliver, Iain, Miller, Alan, Barbosa, Simone Diniz Junqueira, Editorial Board Member, Filipe, Joaquim, Editorial Board Member, Ghosh, Ashish, Editorial Board Member, Kotenko, Igor, Editorial Board Member, Yuan, Junsong, Editorial Board Member, Zhou, Lizhu, Editorial Board Member, Beck, Dennis, editor, Peña-Rios, Anasol, editor, Ogle, Todd, editor, Economou, Daphne, editor, Mentzelopoulos, Markos, editor, Morgado, Leonel, editor, Eckhardt, Christian, editor, Pirker, Johanna, editor, Koitz-Hristov, Roxane, editor, Richter, Jonathon, editor, Gütl, Christian, editor, and Gardner, Michael, editor
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- 2019
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7. Presence Is the Key to Understanding Immersive Learning
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Dengel, Andreas, Mägdefrau, Jutta, Barbosa, Simone Diniz Junqueira, Editorial Board Member, Filipe, Joaquim, Editorial Board Member, Ghosh, Ashish, Editorial Board Member, Kotenko, Igor, Editorial Board Member, Yuan, Junsong, Editorial Board Member, Zhou, Lizhu, Editorial Board Member, Beck, Dennis, editor, Peña-Rios, Anasol, editor, Ogle, Todd, editor, Economou, Daphne, editor, Mentzelopoulos, Markos, editor, Morgado, Leonel, editor, Eckhardt, Christian, editor, Pirker, Johanna, editor, Koitz-Hristov, Roxane, editor, Richter, Jonathon, editor, Gütl, Christian, editor, and Gardner, Michael, editor
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- 2019
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8. Hyper/Actual Immersiveness Scale to Evaluate Experiences in Mixed Reality Using Design Thinking
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Chehimi, Fadi, Barbosa, Simone Diniz Junqueira, Editorial Board Member, Filipe, Joaquim, Editorial Board Member, Ghosh, Ashish, Editorial Board Member, Kotenko, Igor, Editorial Board Member, Yuan, Junsong, Editorial Board Member, Zhou, Lizhu, Editorial Board Member, Beck, Dennis, editor, Peña-Rios, Anasol, editor, Ogle, Todd, editor, Economou, Daphne, editor, Mentzelopoulos, Markos, editor, Morgado, Leonel, editor, Eckhardt, Christian, editor, Pirker, Johanna, editor, Koitz-Hristov, Roxane, editor, Richter, Jonathon, editor, Gütl, Christian, editor, and Gardner, Michael, editor
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- 2019
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9. Enhancing Emotional Effectiveness of Virtual-Reality Experiences with Voice Control Interfaces
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Osking, Hunter, Doucette, John A., Barbosa, Simone Diniz Junqueira, Editorial Board Member, Filipe, Joaquim, Editorial Board Member, Ghosh, Ashish, Editorial Board Member, Kotenko, Igor, Editorial Board Member, Yuan, Junsong, Editorial Board Member, Zhou, Lizhu, Editorial Board Member, Beck, Dennis, editor, Peña-Rios, Anasol, editor, Ogle, Todd, editor, Economou, Daphne, editor, Mentzelopoulos, Markos, editor, Morgado, Leonel, editor, Eckhardt, Christian, editor, Pirker, Johanna, editor, Koitz-Hristov, Roxane, editor, Richter, Jonathon, editor, Gütl, Christian, editor, and Gardner, Michael, editor
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- 2019
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10. Special Relativity in Immersive Learning
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Chu, Gregory, Humer, Irene, Eckhardt, Christian, Barbosa, Simone Diniz Junqueira, Editorial Board Member, Filipe, Joaquim, Editorial Board Member, Ghosh, Ashish, Editorial Board Member, Kotenko, Igor, Editorial Board Member, Yuan, Junsong, Editorial Board Member, Zhou, Lizhu, Editorial Board Member, Beck, Dennis, editor, Peña-Rios, Anasol, editor, Ogle, Todd, editor, Economou, Daphne, editor, Mentzelopoulos, Markos, editor, Morgado, Leonel, editor, Eckhardt, Christian, editor, Pirker, Johanna, editor, Koitz-Hristov, Roxane, editor, Richter, Jonathon, editor, Gütl, Christian, editor, and Gardner, Michael, editor
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- 2019
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11. Viewing the Past: Virtual Time Binoculars and the Edinburgh 1544 Reconstruction
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Rhodes, Elizabeth, Miller, Alan, Davies, Christopher, Oliver, Iain, Kennedy, Sarah, Barbosa, Simone Diniz Junqueira, Editorial Board Member, Filipe, Joaquim, Editorial Board Member, Ghosh, Ashish, Editorial Board Member, Kotenko, Igor, Editorial Board Member, Yuan, Junsong, Editorial Board Member, Zhou, Lizhu, Editorial Board Member, Beck, Dennis, editor, Peña-Rios, Anasol, editor, Ogle, Todd, editor, Economou, Daphne, editor, Mentzelopoulos, Markos, editor, Morgado, Leonel, editor, Eckhardt, Christian, editor, Pirker, Johanna, editor, Koitz-Hristov, Roxane, editor, Richter, Jonathon, editor, Gütl, Christian, editor, and Gardner, Michael, editor
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- 2019
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12. Design Considerations for Haptic-Enabled Virtual Reality Simulation for Interactive Learning of Nanoscale Science in Schools
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Webb, Mary, Tracey, Megan, Harwin, William, Tokatli, Ozan, Hwang, Faustina, Johnson, Ros, Barrett, Natasha, Jones, Chris, Barbosa, Simone Diniz Junqueira, Editorial Board Member, Filipe, Joaquim, Editorial Board Member, Ghosh, Ashish, Editorial Board Member, Kotenko, Igor, Editorial Board Member, Yuan, Junsong, Editorial Board Member, Zhou, Lizhu, Editorial Board Member, Beck, Dennis, editor, Peña-Rios, Anasol, editor, Ogle, Todd, editor, Economou, Daphne, editor, Mentzelopoulos, Markos, editor, Morgado, Leonel, editor, Eckhardt, Christian, editor, Pirker, Johanna, editor, Koitz-Hristov, Roxane, editor, Richter, Jonathon, editor, Gütl, Christian, editor, and Gardner, Michael, editor
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- 2019
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13. Using HMD-Based Immersive Virtual Environments in Primary/K-12 Education
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Queiroz, Anna Carolina Muller, Nascimento, Alexandre Moreira, Tori, Romero, da Silva Leme, Maria Isabel, Barbosa, Simone Diniz Junqueira, Series Editor, Filipe, Joaquim, Series Editor, Kotenko, Igor, Series Editor, Sivalingam, Krishna M., Series Editor, Washio, Takashi, Series Editor, Yuan, Junsong, Series Editor, Zhou, Lizhu, Series Editor, Beck, Dennis, editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Peña-Rios, Anasol, editor, Ogle, Todd, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
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- 2018
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14. The Making and Evaluation of Picts and Pixels: Mixed Exhibiting in the Real and the Unreal
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Cassidy, Catherine Anne, Fabola, Adeola, Rhodes, Elizabeth, Miller, Alan, Barbosa, Simone Diniz Junqueira, Series Editor, Filipe, Joaquim, Series Editor, Kotenko, Igor, Series Editor, Sivalingam, Krishna M., Series Editor, Washio, Takashi, Series Editor, Yuan, Junsong, Series Editor, Zhou, Lizhu, Series Editor, Beck, Dennis, editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Peña-Rios, Anasol, editor, Ogle, Todd, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
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- 2018
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15. A Virtual Museum Installation for Time Travel
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Fabola, Adeola, Kennedy, Sarah, Miller, Alan, Oliver, Iain, McCaffery, John, Cassidy, Catherine, Clements, Jo, Vermehren, Anna, Barbosa, Simone Diniz Junqueira, Series Editor, Filipe, Joaquim, Series Editor, Kotenko, Igor, Series Editor, Sivalingam, Krishna M., Series Editor, Washio, Takashi, Series Editor, Yuan, Junsong, Series Editor, Zhou, Lizhu, Series Editor, Ghosh, Ashish, Series Editor, Beck, Dennis, editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Khosmood, Foaad, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
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- 2017
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16. Extended Field Trials of a Mixed-Reality Teaching Environment: Practical Issues Beyond the Technology
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Sheaffer, Warren, Gardner, Michael, Barbosa, Simone Diniz Junqueira, Series Editor, Filipe, Joaquim, Series Editor, Kotenko, Igor, Series Editor, Sivalingam, Krishna M., Series Editor, Washio, Takashi, Series Editor, Yuan, Junsong, Series Editor, Zhou, Lizhu, Series Editor, Ghosh, Ashish, Series Editor, Beck, Dennis, editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Khosmood, Foaad, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
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- 2017
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17. Virtual Reality for Early Education: A Study
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Fabola, Adeola, Miller, Alan, Diniz Junqueira Barbosa, Simone, Series editor, Chen, Phoebe, Series editor, Du, Xiaoyong, Series editor, Filipe, Joaquim, Series editor, Kara, Orhun, Series editor, Liu, Ting, Series editor, Kotenko, Igor, Series editor, Sivalingam, Krishna M., Series editor, Washio, Takashi, Series editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Beck, Dennis, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
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- 2016
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18. Towards Measuring User Experience, Activation and Task Performance in Immersive Virtual Learning Environments for Students
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Janßen, Daniela, Tummel, Christian, Richert, Anja, Isenhardt, Ingrid, Diniz Junqueira Barbosa, Simone, Series editor, Chen, Phoebe, Series editor, Du, Xiaoyong, Series editor, Filipe, Joaquim, Series editor, Kara, Orhun, Series editor, Liu, Ting, Series editor, Kotenko, Igor, Series editor, Sivalingam, Krishna M., Series editor, Washio, Takashi, Series editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Beck, Dennis, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
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- 2016
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19. Time Travel as a Visitor Experience: A Virtual Reality Exhibit Template for Historical Exploration
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Catherine Anne Cassidy, Alan Miller, Adeola Fabola, Iain Oliver, Beck, Dennis, Peña-Rios, Anasol, Ogle, Todd, Economou, Daphne, Mentzelopoulos, Markos, Morgado, Leonel, Eckhardt, Christian, Pirker, Johanna, Koitz-Hristov, Roxane, Richter, Jonathon, Gütl, Christian, Gardner, Michael, University of St Andrews. School of Computer Science, University of St Andrews. Centre for Ancient Environmental Studies, and University of St Andrews. Centre for Higher Education Research
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AM Museums (General). Collectors and collecting (General) ,QA75 ,Computer science ,QA75 Electronic computers. Computer science ,Interpretation (philosophy) ,Visitor pattern ,NDAS ,Time travel ,Virtual reality ,Visualization ,AM ,World Wide Web ,Cultural heritage ,Museum exhibits ,Narrative ,Dissemination - Abstract
Developments in digital infrastructures and expanding digital literacies lower barriers for museums and visitor centres to provide new interactive experiences with their collections and heritage. With virtual reality more accessible, heritage institutions are eager to find out how this technology can create new methods in interpretation, learning and visualisation. This paper reviews a virtual reality framework implemented into exhibits in three cultural heritage centres. By taking advantage of existing visitor digital literacies, the exhibits provided accessible immersive exploratory experiences for inter-generational audiences. The digital framework developed is a template for virtual reality content interaction that is both intuitive and powerful. The exhibits include digital reconstructions of physical scenes using game engines for a convincing visual experience. We contextualise the logic behind a virtual reality setup for the separate institutions, how they assisted with the narrative as well as if an immersive digital environment provided a more profound response in users. Our aim is to communicate approaches, methodologies and content used to overcome the challenge of presenting a period in history to a modern audience, while using emergent technology to build connections and disseminate knowledge that is memorable and profound. Postprint
- Published
- 2019
20. Viewing the Past: Virtual Time Binoculars and the Edinburgh 1544 Reconstruction
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Alan Miller, Elizabeth Rhodes, Christopher John Davies, Sarah Kennedy, Iain Oliver, Beck, Dennis, Peña-Rios, Anasol, Ogle, Todd, Economou, Daphne, Mentzelopoulos, Markos, Morgado, Leonel, Eckhardt, Christian, Pirker, Johanna, Koitz-Hristov, Roxane, Richter, Jonathon, Gütl, Christian, Gardner, Michael, University of St Andrews. School of Computer Science, University of St Andrews. Centre for Ancient Environmental Studies, and University of St Andrews. Centre for Higher Education Research
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Historical documentation ,AM Museums (General). Collectors and collecting (General) ,QA75 ,Multimedia ,Computer science ,QA75 Electronic computers. Computer science ,NDAS ,Context (language use) ,Virtual reality ,computer.software_genre ,law.invention ,AM ,law ,Capital (economics) ,Situated ,Mobile devices ,Virtual time ,Binoculars ,Cityscape ,Mobile device ,computer - Abstract
This paper discusses how a digital reconstruction of the Scottish capital of Edinburgh around the year 1544 was created and communicated to the public. It explores the development and reception of the Virtual Time Binoculars platform – a system for delivering virtual reality heritage apps suitable for use on most smartphones. The Virtual Time Binoculars system is placed in the context of earlier research into mobile heritage experiences, including Situated Simulations (Liestøl [3]) and the Mirrorshades Project (Davies et al. [4]). The eventual virtual reality app is compared with other means of viewing the historic reconstruction, including online videos and an interactive museum and educational exhibit. It outlines the historical and technical challenges of modelling Edinburgh’s sixteenth-century cityscape, and of distributing the eventual reconstruction in an immersive fashion that works safely and effectively on smartphones on the streets of the modern city. Finally, it considers the implications of this project for future developments in mobile exploration of historic scenes. Postprint
- Published
- 2019
21. The making and evaluation of Picts and Pixels : mixed exhibiting in the real and the unreal
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Alan Miller, Elizabeth Rhodes, Adeola Fabola, Catherine Anne Cassidy, Beck, Dennis, Allison, Colin, Morgado, Leonel, Pirker, Johanna, Peña-Rios, Anasol, Ogle, Todd, Richter, Jonathon, Gütl, Christian, University of St Andrews. School of Computer Science, University of St Andrews. Centre for Ancient Environmental Studies, and University of St Andrews. Centre for Higher Education Research
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Mixed media ,AM Museums (General). Collectors and collecting (General) ,QA75 ,Computer science ,Digital exhibits ,QA75 Electronic computers. Computer science ,Picts ,NDAS ,02 engineering and technology ,Virtual reality ,Metaverse ,Visual arts ,Exhibition ,0202 electrical engineering, electronic engineering, information engineering ,Mixed reality ,business.industry ,Interpretation (philosophy) ,05 social sciences ,Virtual Reality ,050301 education ,Usability ,Object (philosophy) ,AM ,020201 artificial intelligence & image processing ,business ,0503 education - Abstract
Museums publicly display collections in a physical space to relay narratives and concepts to their audiences. Progressive technologies in an exhibition can bring in varying demographics and gather higher footfall for a museum as well as present digital heritage interpretation in an innovative manner. A mixed media exhibition can facilitate subjects with limited physical resources or difficult to display pieces as well as the visual landscape the objects were found within. A combination of Virtual Reality headsets, 3D digitized objects, digitally reconstructed archaeological sites alongside traditional object displays as methods of interpretation substantiate research in techniques and usability as well as challenges of recoup cost and digital literacies. This paper investigates the methodology, technology and evaluation of the mixed media exhibition Picts & Pixels presented by Culture Perth and Kinross and the Open Virtual Worlds research team at the University of St Andrews at the Perth Museum and Art Gallery in summer 2017. Postprint
- Published
- 2018
22. A virtual museum installation for virtual time travel
- Author
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Fabola, Adeola Ezekiel, Kennedy, Sarah Elizabeth, Miller, Alan Henry David, Oliver, Iain Angus, McCaffery, John Philip, Cassidy, Catherine Anne, Clemens, Jo, Vermehren, Anna, Beck, Dennis, Allison, Colin, Morgado, Leonel, Pirker, Johanna, Khosmood, Foaad, Richter, Jonathon, Gütl, Christian, University of St Andrews. School of Computer Science, and University of St Andrews. Centre for Ancient Environmental Studies
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AM Museums (General). Collectors and collecting (General) ,AM ,QA75 ,QA75 Electronic computers. Computer science ,MCP ,Immersion ,ComputingMilieux_PERSONALCOMPUTING ,ComputerApplications_COMPUTERSINOTHERSYSTEMS ,Virtual museum ,3D reconstruction ,3rd-DAS ,Virtual reality - Abstract
This work discusses the methodology for the design, development and deployment of a virtual 19th-century Fish Curing Yard as an immersive museum installation. The museum building now occupies the same space where the curing yard was over 100 years prior, hence the deployment of a virtual reconstruction of the curing yard in a game engine enables the museum visitors to explore the virtual world from equivalent vantage points in the real world. The project methodology achieves the goal of maximising user experience for visitors while minimising cost for the museum, and focus group evaluations of the system revealed the success of the interaction-free design with snackable content. A major implication of the ndings is that museums can provide compelling and informative experiences that enable visitors to travel back in time with minimal interaction and relatively low cost systems. Postprint
- Published
- 2017
23. Technology acceptance of augmented reality and wearable technologies
- Author
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Timo Kuula, Paul Lefrere, Fridolin Wild, Mikhail Fominykh, Roland Klemke, RS-Research Line Technology Enhanced Learning Innovations for teaching and learning (TELI) (part of WO program), Department TELI, Dennis Beck, Colin Allison, Leonel Morgado, Johanna Pirker, Foaad Khosmood, Jonathon Richter, Christian Gütl, Beck, Dennis, Khosmood, Foaad, Pirker, Johanna, Gutl, Christian, Morgado, Leonel, Allison, Colin, and Richter, Jonathon
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Augmented Reality ,Wearable Technologies ,Computer science ,Aviation ,business.industry ,Mobile computing ,Technology Acceptance ,Wearable computer ,020207 software engineering ,Special needs ,02 engineering and technology ,Virtual reality ,Computer-mediated reality ,augmented reality ,Human–computer interaction ,020204 information systems ,technology acceptance ,0202 electrical engineering, electronic engineering, information engineering ,wearable technologies ,Augmented reality ,business ,Wearable technology - Abstract
Augmented Reality and Wearables are the recent media and computing technologies, similar, but different from established technologies, even mobile computing and virtual reality. Numerous proposals for measuring technology acceptance exist, but have not been applied, nor fine-tuned to such new technology so far. Within this contribution, we enhance these existing instruments with the special needs required for measuring technology acceptance of Augmented Reality and Wearable Technologies and we validate the new instrument with participants from three pilot areas in industry, namely aviation, medicine, and space. Findings of such baseline indicate that respondents in these pilot areas generally enjoy and look forward to using these technologies, for being intuitive and easy to learn to use. The respondents currently do not receive much support, but like working with them without feeling addicted. The technologies are still seen as forerunner tools, with some fear of problems of integration with existing systems or vendor-lock. Privacy and security aspects surprisingly seem not to matter, possibly overshadowed by expected productivity increase, increase in precision, and better feedback on task completion. More participants have experience with AR than not, but only few on a regular basis.
- Published
- 2017
24. Virtual Reality for early education : a study
- Author
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Adeola Fabola, Alan Miller, Allison, Colin, Morgado, Leonel, Pirker, Johanna, Beck, Dennis, Richter, Jonathon, Gütl, Christian, University of St Andrews. School of Computer Science, and University of St Andrews. Centre for Higher Education Research
- Subjects
LB Theory and practice of education ,QA75 ,050101 languages & linguistics ,Engineering ,Controller (computing) ,QA75 Electronic computers. Computer science ,NDAS ,02 engineering and technology ,Virtual reality ,computer.software_genre ,Subject matter ,Google Cardboard ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Local history ,Multimedia ,Oculus rift ,business.industry ,06 humanities and the arts ,Samsung Gear VR ,SDG 11 - Sustainable Cities and Communities ,Cultural heritage ,Systems design ,020201 artificial intelligence & image processing ,LB ,business ,computer - Abstract
This paper investigates the use of Virtual Reality (VR) as a tool for cultural heritage learning, using St Andrews Cathedral as the subject matter. As part of a module focused on local history, first year secondary school pupils in a school in the town of St Andrews took part in virtual tours of the Cathedral as it stood in the 14th Century using the Samsung Gear VR, Google Cardboard, Oculus Rift, computer screen and Xbox controller, and answered questions aimed to elicit their experiences with the various systems. The system design and implementation is presented and the findings, observations and lessons learnt from the study are discussed. Postprint
- Published
- 2016
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