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1.
增强现实环境中的学习注重虚拟与现实的结合,通过在现实环境之中叠映虚拟三维场景信息,让学习者使用电脑或移动终端在虚实融合的学习环境中交互学习。文章在精要阐述增强现实技术可为儿童构建四种类型的虚实结合的交互学习环境的基础上,以交互式儿童多媒体科普电子书为例,论述基于增强现实的儿童虚拟交互学习环境的结构功能、开发工具、三维模型和标志物的设计及制作、增强现实引擎的实现,以及阅读机理与流程。  相似文献   

2.
增强现实教科书的开发是实现教学内容立体化、生动化的重要途径,其发展却相对缓慢。增强现实少儿英语教科书的设计与开发实践在分析增强现实技术原理的基础上,阐述了增强现实技术用于教科书开发的技术优势,通过对基于设计的技术方案进行实例研究,以期为同类教科书的开发提供实现模式及技术参考。  相似文献   

3.
通过对AR产品现状与发展趋势分析,从技术因素、保持消费平滑过渡原则、串并行发展策略与市场前期目标等方面,阐述AR产品的迭代进化路径。分别对AR几类主要产品存在的问题进行分析。结合5G、AR云在AR技术上的普及应用,AR眼镜将成为下一代主流产品等现实情况,提出AR Glass仍具缺陷,裸眼3D全息显示更符合用户习惯,光场(Light Field)技术将扮演关键角色,可能将为AR技术甚至人类生活带来颠覆性变革的观点。  相似文献   

4.
This paper proposes a novel registration method for augmented reality (AR) systems based on Oriented FAST and Rotated BRIEF (ORB) and Fast Retina Keypoint (FREAK) natural features. In the proposed ORB-FREAK method, feature extraction is implemented based on the combination of ORB and FREAK, and the feature points are matched using Hamming distance. To get good matching points, cross-checks and least median squares are used to perform outlier filtration, and camera pose is estimated using the matched points. Finally, AR is rendered. Experiments show that the proposed method improves the speed of registration to be in real time; the proposed method can accurately register the target object under the circumstances of partial occlusion of the object; and it also can overcome the effects of rotation, scale change, ambient light and distance.  相似文献   

5.
高普及度、便携易用的智能手持设备是能够体现增强现实价值的重要平台,增强现实创新了移动应用模式,为移动学习提供了新的学习支持。文章在概述增强现实软硬件系统的基础上,基于Hype Cycle模型与地平线报告分析,阐述了移动学习与增强现实的发展现状与前景。分析了基于增强现实的移动学习的已有研究与应用案例,探讨了Specht的增强现实学习模式,并构建了增强现实学习系统的设计与开发模型。  相似文献   

6.
Despite an increase in the use of technology in undergraduate anatomy education, and the rising popularity of online anatomy courses at community colleges in the United States, there have been no reports on the efficacy of augmented reality on anatomy education in this population. The purpose of this study was to test the hypothesis that augmented reality is an effective and engaging tool for learning anatomy in community college students. Participants recruited from Cuyahoga Community College (Cleveland, OH) studied skull anatomy using either traditional tools (i.e., textbook and plastic skull model) or an augmented reality head-mounted display with an interactive virtual skull application. Comparison of knowledge before and following the study period revealed that augmented reality was an effective tool for learning skull anatomy: pre-quiz = 32.7% (± 25.2); mean (± SD), post-quiz = 61.8% (± 19.5); n = 15; t(28) = 3.53; P = 0.001. The traditional tools were equally effective: pre-quiz = 44.9 % (± 18.6), post-quiz = 67.9 % (± 17.3); n = 17; t(32) = 3.73; P = 0.0007. Students rated the augmented reality device as 9.6 (± 1.0); mean (± SD) when asked if it fit the statement “fun to use” on a semantic differential scale from 1 (poor) to 10 (excellent). In conclusion, this study found that augmented reality is an effective and engaging tool for the instruction of skull anatomy at a community college.  相似文献   

7.
In the context of gross anatomy education, novel augmented reality (AR) systems have the potential to serve as complementary pedagogical tools and facilitate interactive, student-centered learning. However, there is a lack of AR systems that enable multiple students to engage in collaborative, team-based learning environments. This article presents the results of a pilot study in which first-year medical students (n = 16) had the opportunity to work with such a collaborative AR system during a full-day gross anatomy seminar. Student performance in an anatomy knowledge test, conducted after an extensive group learning session, increased significantly compared to a pre-test in both the experimental group working with the collaborative AR system (P < 0.01) and in the control group working with traditional anatomy atlases and three-dimensional (3D) models (P < 0.01). However, no significant differences were found between the test results of both groups. While the experienced mental effort during the collaborative learning session was considered rather high (5.13 ± 2.45 on a seven-point Likert scale), both qualitative and quantitative feedback during a survey as well as the results of a System Usability Scale (SUS) questionnaire (80.00 ± 13.90) outlined the potential of the collaborative AR system for increasing students' 3D understanding of topographic anatomy and its advantages over comparable AR systems for single-user experiences. Overall, these outcomes show that collaborative AR systems such as the one evaluated within this work stimulate interactive, student-centered learning in teams and have the potential to become an integral part of a modern, multi-modal anatomy curriculum.  相似文献   

8.
9.
Early exposure to radiological cross-section images during introductory anatomy and dissection courses increases students’ understanding of both anatomy and radiology. Novel technologies such as augmented reality (AR) offer unique advantages for an interactive and hands-on integration with the student at the center of the learning experience. In this article, the benefits of a previously proposed AR Magic Mirror system are compared to the Anatomage, a virtual dissection table as a system for combined anatomy and radiology teaching during a two-semester gross anatomy course with 749 first-year medical students, as well as a follow-up elective course with 72 students. During the former, students worked with both systems in dedicated tutorial sessions which accompanied the anatomy lectures and provided survey-based feedback. In the elective course, participants were assigned to three groups and underwent a self-directed learning session using either Anatomage, Magic Mirror, or traditional radiology atlases. A pre- and posttest design with multiple choice questions revealed significant improvements in test scores between the two tests for both the Magic Mirror and the group using radiology atlases, while no significant differences in test scores were recorded for the Anatomage group. Furthermore, especially students with low mental rotation test (MRT) scores benefited from the Magic Mirror and Anatomage and achieved significantly higher posttest scores compared to students with a low MRT score in the theory group. Overall, the results provide supporting evidence that the Magic Mirror system achieves comparable results in terms of learning outcome to established anatomy learning tools such as Anatomage and radiology atlases.  相似文献   

10.
Augmented reality is an emerging technology that utilizes mobile, context-aware devices (e.g., smartphones, tablets) that enable participants to interact with digital information embedded within the physical environment. This overview of design principles focuses on specific strategies that instructional designers can use to develop AR learning experiences. A review of the literature reveals the following three design principles as instructive: 1. Enable and then challenge (challenge): 2. Drive by gamified story (fantasy); and 3. See the unseen (curiosity). These design principles can also be viewed as an attempt to either leverage the unique affor- dances of AR or minimize the limitations of the medium as reported in the literature (Dunleavy & Dede, 2014). As the field matures and more research teams explore the potential of AR to enhance teaching and learning, it will be critical to determine the design techniques that optimize the unique affordances of AR, minimize the limitations of the medium, and ultimately enhance learning across the curriculum.  相似文献   

11.
《莆田学院学报》2018,(1):31-34
将传统展示方式的弊端与增强现实展示的特点进行分析比较,从企业面临的现实问题出发,基于增强现实技术构建线上到线下的房产体验式营销模式,设计合理的客户体验流程,并从技术可行性和流程合理性两方面对该营销模式的可行性进行论证,针对企业在实践中可能面临的问题,提出相应的对策与建议。  相似文献   

12.
Journal of Science Education and Technology - The use of augmented reality (AR) technology in the science curriculum has the potential to assist students in comprehending abstract and complex...  相似文献   

13.
为提高学生的学习兴趣以及积极性,解决教学中基于教科书式的二维教学材料晦涩难懂的问题,基于HoloLens建立了飞机3D全息教学演示平台,解决了3D教学资源的制作过程中复杂模型加载到HoloLens困难的问题,提出了一种增强现实教学资源录制的方法。  相似文献   

14.
结合本校工程教育专业认证背景和数控加工实训课程的特点,分析该课程传统教学模式存在的问题,提出了基于增强现实技术的课程教学改革模式,能够实现数控加工实训环节的在机模拟和过程监测,通过虚实融合的教学方式有效激发学生的学习热情和积极性,提高教师的现场授课效果,为数控加工实训的教学改革提供一定借鉴。  相似文献   

15.
Kangdon Lee 《TechTrends》2012,56(2):13-21
There are many different ways for people to be educated and trained with regard to specific information and skills they need. These methods include classroom lectures with textbooks, computers, handheld devices, and other electronic appliances. The choice of learning innovation is dependent on an individual’s access to various technologies and the infrastructure environment of a person’s surrounding. In a rapidly changing society where there is a great deal of available information and knowledge, adopting and applying information at the right time and right place is needed to main efficiency in both school and business settings. Augmented Reality (AR) is one technology that dramatically shifts the location and timing of education and training. This literature review research describes Augmented Reality (AR), how it applies to education and training, and the potential impact on the future of education.  相似文献   

16.
基于“视联网”增强现实技术的教学应用研究   总被引:1,自引:1,他引:1  
李婷  朱琨  李子运 《现代教育技术》2011,21(4):145-147,135
增强现实(Augmented Reality,AR)是在虚拟现实技术的基础上,将计算机生成的虚拟对象叠加到用户所看到的真实场景中,以构造出虚实结合的虚拟空间技术。将虚拟对象无缝的叠加于真实场景中帮助用户加强对环境的理解与情景的感知。文章介绍了当前增强现实技术的有关概念,结合其特点探索了其在教学中的应用。  相似文献   

17.
Virtual and augmented reality have seen increasing employment for teaching within medical and health sciences programs. For disciplines such as physiology and anatomy, these technologies may disrupt the traditional modes of teaching and content delivery. The objective of this systematic review and meta-analysis is to evaluate the impact of virtual reality or augmented reality on knowledge acquisition for students studying preclinical physiology and anatomy. The protocol was submitted to Prospero and literature search undertaken in PubMed, Embase, ERIC, and other databases. Citations were reviewed and articles published in full assessing learning or knowledge acquisition in preclinical physiology and anatomy from virtual or augmented reality were included. Of the 919 records found, 58 eligible articles were reviewed in full-text, with 8 studies meeting full eligibility requirements. There was no significant difference in knowledge scores from combining the eight studies (626 participants), with the pooled difference being a non-significant increase of 2.9 percentage points (95% CI [−2.9; 8.6]). For the four studies comparing virtual reality to traditional teaching, the pooled treatment effect difference was 5.8 percentage points (95% CI [−4.1; 15.7]). For the five studies comparing augmented reality to traditional teaching, the pooled treatment effect difference was 0.07 (95% CI [−7.0; 7.2]). Upon review of the literature, it is apparent that educators could benefit from adopting assessment processes that evaluate three-dimensional spatial understanding as a priority in physiology and anatomy. The overall evidence suggests that although test performance is not significantly enhanced with either mode, both virtual and augmented reality are viable alternatives to traditional methods of education in health sciences and medical courses.  相似文献   

18.
Monoscopically projected three-dimensional (3D) visualization technology may have significant disadvantages for students with lower visual-spatial abilities despite its overall effectiveness in teaching anatomy. Previous research suggests that stereopsis may facilitate a better comprehension of anatomical knowledge. This study evaluated the educational effectiveness of stereoscopic augmented reality (AR) visualization and the modifying effect of visual-spatial abilities on learning. In a double-center randomized controlled trial, first- and second-year (bio)medical undergraduates studied lower limb anatomy with stereoscopic 3D AR model (n = 20), monoscopic 3D desktop model (n = 20), or two-dimensional (2D) anatomical atlas (n = 18). Visual-spatial abilities were tested with Mental Rotation Test (MRT), Paper Folding Test (PFT), and Mechanical Reasoning (MR) Test. Anatomical knowledge was assessed by the validated 30-item paper posttest. The overall posttest scores in the stereoscopic 3D AR group (47.8%) were similar to those in the monoscopic 3D desktop group (38.5%; P = 0.240) and the 2D anatomical atlas group (50.9%; P = 1.00). When stratified by visual-spatial abilities test scores, students with lower MRT scores achieved higher posttest scores in the stereoscopic 3D AR group (49.2%) as compared to the monoscopic 3D desktop group (33.4%; P = 0.015) and similar to the scores in the 2D group (46.4%; P = 0.99). Participants with higher MRT scores performed equally well in all conditions. It is instrumental to consider an aptitude–treatment interaction caused by visual-spatial abilities when designing research into 3D learning. Further research is needed to identify contributing features and the most effective way of introducing this technology into current educational programs.  相似文献   

19.
Neuroanatomy education is a challenging field which could benefit from modern innovations, such as augmented reality (AR) applications. This study investigates the differences on test scores, cognitive load, and motivation after neuroanatomy learning using AR applications or using cross-sections of the brain. Prior to two practical assignments, a pretest (extended matching questions, double-choice questions and a test on cross-sectional anatomy) and a mental rotation test (MRT) were completed. Sex and MRT scores were used to stratify students over the two groups. The two practical assignments were designed to study (1) general brain anatomy and (2) subcortical structures. Subsequently, participants completed a posttest similar to the pretest and a motivational questionnaire. Finally, a focus group interview was conducted to appraise participants’ perceptions. Medical and biomedical students (n = 31); 19 males (61.3%) and 12 females (38.7%), mean age 19.2 ± 1.7 years participated in this experiment. Students who worked with cross-sections (n = 16) showed significantly more improvement on test scores than students who worked with GreyMapp-AR (P = 0.035) (n = 15). Further analysis showed that this difference was primarily caused by significant improvement on the cross-sectional questions. Students in the cross-section group, moreover, experienced a significantly higher germane (P = 0.009) and extraneous cognitive load (P = 0.016) than students in the GreyMapp-AR group. No significant differences were found in motivational scores. To conclude, this study suggests that AR applications can play a role in future anatomy education as an add-on educational tool, especially in learning three-dimensional relations of anatomical structures.  相似文献   

20.
The importance of increasing interest in the STEM disciplines has been noted in a number of recent national reports. While many previous studies have focused on such efforts inside of the formal classroom, comparatively few have looked closely at informal learning environments. We investigate the innovative use of technology in informal learning by reviewing research on the incorporation of augmented reality (AR) at exhibit-based informal science education (ISE) settings in the literature. We report on the common STEM-focused topics that are covered by current AR applications for ISE learning, as well as the different devices used to support these applications. Additionally, we report on the prevalence of positive learning outcomes and engagement factors commonly associated with the use AR applications in informal environments. This review aims to foster continued development and implementation of AR technology in exhibit-based ISE settings by informing the community of recent findings and promoting additional rigorous research for the future.  相似文献   

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