scispace - formally typeset
Search or ask a question
Journal ArticleDOI

Uso didáctico de la realidad virtual inmersiva con interacción natural de usuario enfocada a la inspección de aerogeneradores

25 Sep 2017-Apertura (Universidad de Guadalajara)-Vol. 9, Iss: 2, pp 8-23
TL;DR: In this article, a sistema de real reality virtual inmersivo 3D with interaccion natural de usuario desarrollado con el proposito de facilitar la inspeccion de aerogeneradores con fine didacticos.
Abstract: Los sistemas de realidad virtual inmersivos tienen una creciente relevancia en el ambito educativo como herramientas didacticas que motivan el aprendizaje a traves de dos conceptos clave: la inmersion y la interaccion. En este documento describimos el uso de sistemas de realidad virtual en la educacion y tomamos como caso de estudio un sistema de realidad virtual inmersivo 3D con interaccion natural de usuario desarrollado con el proposito de facilitar la inspeccion de aerogeneradores con fines didacticos. El sistema sugerido busca la convergencia tecnologica de equipos de visualizacion, adquisicion de informacion y software de graficos. Para lograrlo, seguimos la metodologia de desarrollo de software basado en componentes de Pressman. Los resultados cualitativos de una primera evaluacion al sistema indican que la propuesta permite experimentar la realidad virtual inmersiva y ofrece una gran similitud al entorno real, con la posibilidad de interactuar por medio de gestos y movimientos corporales. Esto contribuye a motivar el aprendizaje y fomentar el interes de los usuarios en practicar con esta tecnologia. Ademas, la convergencia tecnologica entre los equipos de visualizacion, interaccion y software grafico permite dar un paso adelante en el desarrollo de este tipo de herramientas didacticas.

Content maybe subject to copyright    Report

Citations
More filters
Journal ArticleDOI
TL;DR: In this paper, el presente articulo mostramos el estado actual de la Universidad en lo que a integracion de TIC respecta, haciendo alusion a las tecnologias that estan irrumpiendo con mayor fuerza in los ultimos tiempos.
Abstract: En la ultima decada estan emergiendo un conjunto de tecnologias que se estan acercando a la educacion universitaria como no habia sucedido en epocas anteriores. Muchas de estas tecnologias pueden ser consideradas como disruptivas, puesto que estan transformando y mejorando los escenarios formativos. Entre las tecnologias que estan tomando mayor impulso e importancia encontramos la realidad aumentada y la realidad virtual, tal y como han puesto de manifiesto diversos informes Horizon y Edutrens. A pesar de que las investigaciones sobre la integracion de estas tecnologias se encuentran en un estado incipiente, podemos afirmar que las realizadas hasta el momento demuestran los grandes beneficios que aportan al proceso de ensenanza-aprendizaje. Entre estas contribuciones podemos destacar la mejora de la motivacion, de la satisfaccion y del rendimiento de los alumnos. En el presente articulo mostramos el estado actual de la Universidad en lo que a integracion de TIC respecta, haciendo alusion a las tecnologias que estan irrumpiendo con mayor fuerza en los ultimos tiempos. Ademas nos centramos en dos de las tecnologias “realidad aumentada y realidad virtual” que estan teniendo mayor repercusion en los ultimos anos, demostrando evidencias al respecto y haciendo mencion a su incorporacion en el ambito universitario.

24 citations

Journal ArticleDOI
TL;DR: In this article, the authors used a questionnaire that assesses the technical aspects and future projection of virtual reality, its drawbacks and the perception of the different dimensions of the participants' knowledge about virtual reality and its didactic employability.
Abstract: Given that the university teachers with more experience in the use of virtual reality are those corresponding to the areas of Health Sciences and of Engineering and Architecture, this article analyzes the assessment these teachers make about virtual reality as a teaching resource in their respective disciplines. The study uses a questionnaire that assesses the technical aspects and future projection of virtual reality, its drawbacks and the perception of the different dimensions of the participants’ knowledge about virtual reality and its didactic employability. The questionnaire was answered by a sample of 423 university teachers of different genders, ages, academic level and teaching experience, whose teaching activity is developed in various Latin American universities in the area of Health Sciences or in the area of Engineering/Architecture. Their answers have been analyzed descriptively and Spearman’s r statistics and the Multifactor ANOVA test have been used to verify the existence of significant differences in their evaluations for the different variables considered, cross-referencing them with the field of knowledge. Within the main results, gaps by area, years of teaching experience and academic level in the participants’ evaluations have been identified and discussed.

20 citations

Journal ArticleDOI
19 Jun 2020
TL;DR: In this article, the authors analyze psycho-pedagogy and ICT during the COVID-19 period in order to generate reflection for students' meaningful learning in the Ecuadorian educational system.
Abstract: The current work paper aims to analyze psycho-pedagogy and ICT during the COVID-19 period in order to generate reflection for students’ meaningful learning in the Ecuadorian educational system. The documentary description and content analysis were used. Psycho-pedagogy and education in general, in light of the documentary review carried out, is facing the challenge of responding effectively to the pedagogical needs created by the COVID-19 pandemic, this implies that in proportion to the traditional approach accomplished in the face-to-face modality, it is located at a crossroads respect to its effectiveness, so the beginning of a research cycle is conceived to know and adapt education to new learning styles, in a social stage based on uncertainty cracking the educational paradigm of certainty.

9 citations

Book ChapterDOI
19 Nov 2018
TL;DR: A Virtual Environments application of a Hybrid Power Plant, for professionals in Electrical Power Systems training and features three different modes as: immersion, interaction and failure modes, which enhance professional’s skills through visualization of the plant components and different processes operation.
Abstract: This article describes a Virtual Environments application of a Hybrid Power Plant, for professionals in Electrical Power Systems training. The application is developed in the Game Engine Unity 3D and features three different modes as: immersion, interaction and failure modes, which enhance professional’s skills through visualization of the plant components and different processes operation. Additionally, failure mode is proposed, it simulates wrong maneuvers consequences and effects. The Generation Environment is integrated by wind turbines and photovoltaic panels that interact through a mathematical model and enables manipulation of dependent variables bringing out a more realistic background.

8 citations

Journal ArticleDOI
26 Jun 2020
TL;DR: The review research aimed to analyze virtual reality as an educational innovation tool and the need of its implementation in the Ecuadorian educational system, for which it requires investment and adaptation of academic spaces to configure meaningful learning from virtual reality.
Abstract: The review research aimed to analyze virtual reality as an educational innovation tool. Methodologically, it was developed from a descriptive-documentary typology with non-experimental bibliographic design, applying the content analysis technique for the selection and interpretation of the information collected from journals located in databases such as Scopus, WOS, Scielo, and Latindex 2.0. School knowledge can be deepened to the extent that it relies on technological resources, enabling a pedagogical exercise in line with current trends. Virtual reality has triggered positive effects on the academic performance of students in the educational settings where it has been implemented, a situation that leads to thinking about the need of its implementation in the Ecuadorian educational system, for which it requires investment and adaptation of academic spaces to configure meaningful learning from virtual reality.

6 citations

References
More filters
Journal ArticleDOI
TL;DR: It is argued that when both PI and Psi occur, participants will respond realistically to the virtual reality.
Abstract: In this paper, I address the question as to why participants tend to respond realistically to situations and events portrayed within an immersive virtual reality system. The idea is put forward, based on the experience of a large number of experimental studies, that there are two orthogonal components that contribute to this realistic response. The first is ‘being there’, often called ‘presence’, the qualia of having a sensation of being in a real place. We call this place illusion (PI). Second, plausibility illusion (Psi) refers to the illusion that the scenario being depicted is actually occurring. In the case of both PI and Psi the participant knows for sure that they are not ‘there’ and that the events are not occurring. PI is constrained by the sensorimotor contingencies afforded by the virtual reality system. Psi is determined by the extent to which the system can produce events that directly relate to the participant, the overall credibility of the scenario being depicted in comparison with expectations. We argue that when both PI and Psi occur, participants will respond realistically to the virtual reality.

1,456 citations


"Uso didáctico de la realidad virtua..." refers background in this paper

  • ...Este resultado permite afirmar que el requisito de contar con un mecanismo de inmersión eficaz se cumple, lo que confirma también lo planteado por Slater (2009): este tipo de cascos permite experimentar la realidad virtual inmersiva....

    [...]

  • ...Slater (2009) distingue dos formas de experimentar la realidad virtual inmersiva: un casco de realidad virtual HMD (acrónimo del inglés head-mounted display) y un ambiente tridimensional tipo cueva (del inglés cave)....

    [...]

01 Jan 2015
TL;DR: A survey on the scientific literature on the advantages and potentials in the use of Immersive Virtual Reality in Education in the last two years shows how VR in general, and immersive VR in particular, has been used mostly for adult training in special situations or for university students.
Abstract: Since the first time the term "Virtual Reality" (VR) has been used back in the 60s, VR has evolved in different manners becoming more and more similar to the real world. Two different kinds of VR can be identified: non-immersive and immersive. The former is a computer-based environment that can simulate places in the real or imagined worlds; the latter takes the idea even further by giving the perception of being physically present in the non-physical world. While non-immersive VR can be based on a standard computer, immersive VR is still evolving as the needed devices are becoming more user friendly and economically accessible. In the past, there was a major difficulty about using equipment such as a helmet with goggles, while now new devices are being developed to make usability better for the user. VR, which is based on three basic principles: Immersion, Interaction, and User involvement with the environment and narrative, offers a very high potential in education by making learning more motivating and engaging. Up to now, the use of immersive-VR in educational games has been limited due to high prices of the devices and their limited usability. Now new tools like the commercial "Oculus Rift", make it possible to access immersive-VR in lots of educational situations. This paper reports a survey on the scientific literature on the advantages and potentials in the use of Immersive Virtual Reality in Education in the last two years (2013-14). It shows how VR in general, and immersive VR in particular, has been used mostly for adult training in special situations or for university students. It then focuses on the possible advantages and drawbacks of its use in education with reference to different classes of users like children and some kinds of cognitive disabilities (with particular reference to the Down syndrome). It concludes outlining strategies that could be carried out to verify these ideas.

641 citations


"Uso didáctico de la realidad virtua..." refers background in this paper

  • ...…que la tendencia es el empleo de cascos HMD como un elemento esencial de inmersión (Fominykh et al., 2014; Freina & Ott, 2015; Hilfert & Köing, 2016, ACCIONA, 2016; Trujillo, 2016); predomina el uso del dispositivo Oculus Rift, dado su costo accesible (Freina & Ott, 2015; Hilfert & Köing, 2016)....

    [...]

  • ...…diversos autores coinciden en que los sistemas de realidad virtual inmersiva son una alternativa viable que contribuye a superar esos obstáculos didácticos, además de motivar el aprendizaje en un entorno seguro para el estudiante (Fominykh et al., 2014; Flores et al., 2014; Freina & Ott, 2015)....

    [...]

  • ...Sin embargo, la inmersión lograda hasta ahora en los sistemas de realidad virtual se restringe solo a la inmersión espacial, es decir, la percepción de estar físicamente presente en un mundo virtual (Freina & Ott, 2015)....

    [...]

  • ...…virtual mencionados, permite identificar que la tendencia es el empleo de cascos HMD como un elemento esencial de inmersión (Fominykh et al., 2014; Freina & Ott, 2015; Hilfert & Köing, 2016, ACCIONA, 2016; Trujillo, 2016); predomina el uso del dispositivo Oculus Rift, dado su costo accesible…...

    [...]

Posted Content
TL;DR: In this article, the authors focus on the Huffington Post, a fast-growing but not yet profitable Internet newspaper that aggregates blog posts from unpaid contributors and excerpts of stories originally published by other news sites.
Abstract: In Feb. 2010, management of the Huffington Post, a fast-growing but not-yet-profitable Internet newspaper that aggregates blog posts from unpaid contributors and excerpts of stories originally published by other news sites, faces a number of decisions about its growth strategy. Foremost, Huffington Post management must determine whether to rely to a greater extent upon social networking technologies (e.g., Facebook, Twitter) to select and present the content delivered to specific users or continue to rely on human editors to play a curator role.Learning Objective:Build students' skill in evaluating business models and their understanding of trade-offs confronting entrepreneurs as they consider growth strategy options.

637 citations

Book
01 Jan 1998

472 citations

Journal ArticleDOI
TL;DR: A way to build a low-cost, highly immersive virtual reality environment for engineering and construction applications, and a method to simplify and partly automate the process of reusing digital building models, which are already used in construction, to create virtual scenes, instead of having to do parallel content creation for visualization.
Abstract: Presenting significant building or engineering 3D-models is a crucial part of the planning, construction and maintenance phases in terms of collaboration and understanding. Especially in complex or large-scale models, immersion is one of the major key factors for being able to intuitively perceive all aspects of the scene. A fully immersive system needs to give the user a large field-of-view with reduced latency for lifelike impression. Technologies such as VRwalls and shutter glasses can deliver high refresh rates, yet fail to give a large field-of-view. Head-mounted-devices for virtual reality fill this gap. Head tracking mechanisms translate movements of the user’s head into virtual camera movements and enable a natural way of examining models. Unlike a stereoscopic representation with projectors, point-of-view tracking can be achieved separately for each individual user. Hardware costs for such systems were very high in the past, but have dropped due to virtual reality systems now gaining traction in the mainstream gaming community. In this paper we present a way to build a low-cost, highly immersive virtual reality environment for engineering and construction applications. Furthermore, we present a method to simplify and partly automate the process of reusing digital building models, which are already used in construction, to create virtual scenes, instead of having to do parallel content creation for visualization. Using the Oculus Rift head-mounted display and the Leap Motion hand-tracking device, we show the possibilities of naturally interacting within a virtual space in different use cases. The software, based on the popular game engine Unreal Engine 4, will be used as a basis for further research and development. Building Information Modeling data can be imported to UE4 with our presented plugin. Using an automated database for mapping materials to the geometry simplifies the process of importing Building Information Modeling entities. The refresh rate of the system stays within acceptable margins needed for virtual reality applications using head-mounted devices. Head-mounted devices present a great potential for the Architecture, Engineering and Construction industry, as a person can experience realistic first-person situations without having to care about injuries. Automated processes for the simplification of content creation, leveraging existing models, and the usage of visual programming languages enable even nonprogrammers to create scenarios to their needs.

168 citations