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Dr. Sofoklis A. Sotiriou

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extended episodes of playful learning anywhere, anytime. Dr. Sofoklis A. Sotiriou ... learning services, fully exploiting the potential of ... – PowerPoint PPT presentation

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Title: Dr. Sofoklis A. Sotiriou


1
Augmented, mixed reality and wearable computers
for learningextended episodes of playful
learning anywhere, anytime
  • Dr. Sofoklis A. Sotiriou
  • Ellinogermaniki Agogi

Dr. Costas Davarakis Systema Informatics
Partnerships for the Future 4-6 November, 2002
Copenhagen
2
Research on eLearning will support
the development of innovative models for
the provision of learning services, fully
exploiting the potential of ambient
intelligence technologies, enabling ubiquitous,
interactive, personalised and tailored access to
learning and knowledge on demand to individuals
at home, at work or on the move. It will build
advanced learning schemes for schools,
universities, the workplace and for lifelong
learning in general, reflecting the needs of the
knowledge economy
The vision
3
The pathway
  • Explore future paradigms for next generation
    knowledge and interface technologies
  • Emphasis on future scenarios for technology
    supported learning fully exploiting the potential
    of ambient intelligence (ubiquitous computing and
    communications, user-friendly interfaces)

4
The case The significance of learning in situ
  • Presenting information through the web implies
    that the teacher motivates the students in school
    or at home, where the motivating stimuli is not
    present
  • Students are more motivated to learn about a
    historical site or a scientific application when
    they actually see it, in a museum or in an
    exhibition.

5
VR representation of monuments and sites
www.ime.gr
6
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8
The role of AR for learning in-situ
  • AR interfaces blend the physical and
    virtual worlds so
  • real objects can interact with 3D
    digital content and
  • improve users shared understanding.
    The use of real
  • and virtualized objects for educational
    purposes can be
  • used in many ways
  • a) there will be virtual worlds that
    replicate or compliment the real environment
    allowing the users to interact with virtualized
    objects, which synchronously generate relevant
    physical phenomena into the real world,
  • b) there will be real objects that the
    teacher or student will be able to interact with
    using interface devices like data gloves, in
    order to specify or carry out an experiment.

9
Scenario A On-site cultural guide
archeoguide.intranet.gr
10
Augmented Reality based cultural guide on-site
11
More Virtual representation of the Olympic Games
12
Scenario B geometry teaching
www.labfuture.net
13
Geometry and Haptics
Use of Force feedback
14
Scenario C science teaching
www.laboftomorrow.org
15
Issues for discussion and research
  • Usability issues
  • Exact determination of position
  • and viewing angle
  • Pedagogical framework
  • Systematic evaluation

The Touring MachineColumbia University
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