Im Rahmen seiner Masterarbeit hat Stefan Thurner den Einsatz eines Mixed Reality Handbuchs evaluiert. Seine Präsentation steht hier zur Verfügung und wir gratulieren zur erfolgreichen Verteidigung:
We are happy that our contribution about “Evaluation Design for Learning with Mixed Reality in Mining Education Based on a Literature Review” got published now.
Mixed Reality technologies are on the rise in the educational sector. However, research shows that there is still a lack in knowledge concerning the evaluation of these technologies. In this paper we present a research on current practices in evaluation for Mixed Reality. For this purpose, we selected 94 publications from between 2015 and 2021 and reduced them to 45 which included formal evaluation processes. We then adapted a classification scheme by Duenser et al.  and categorized these papers according to their evaluation methods. We present our overall findings and explain some examples more detailed. The results are then compared to previous work outside and within the MiReBooks project and applied on the didactical framework. This allows us to illustrate the development of this sector over the last years and it helps us to enhance our own evaluation approaches. First results also show that there is a rise in evaluation approaches recently and that the overall goals for these processes did not change much from 2008.
Reference: Thurner S., Daling L., Ebner M., Ebner M., Schön S. (2021) Evaluation Design for Learning with Mixed Reality in Mining Education Based on a Literature Review. In: Zaphiris P., Ioannou A. (eds) Learning and Collaboration Technologies: Games and Virtual Environments for Learning. HCII 2021. Lecture Notes in Computer Science, vol 12785. Springer, Cham. https://doi.org/10.1007/978-3-030-77943-6_21
We are happy to present our research about “Evaluation Design for Learning with Mixed Reality in Mining Education based on a Literature Review” at this year HCI International 2021 conference. Markus will introduce our work within the mirebook-project, which deals with mixed reality in education. Here you can find his slides:
My PhD-Students wrote a chapter about the usage of Microsoft Hololens “Simulation data visualization using mixed reality with Microsoft HoloLensTM“. Now it got published within the book “New Perspectives on Virtual and Augmented Reality“.
Simulations and test beds are very difficult topics, especially for non-experienced students or new employees in the mechanical engineering domain. In this chapter, a HoloLens app and a CAD/Simulation workflow are introduced to visualize CAD models and sensor and simulation data of a test run on an air conditioning system test bed. The main challenge is to visualize temperature and pressure changes within opaque parts, such as tubes, compressors, condensers or electrical expansion valves. The HoloLens app supports various simulations and CAD visualizations. We exemplary implemented colouring the temperature or pressure changes of the test bed parts as Mixed-Reality (MR) overlays. The main purpose of the HoloLens app is to reduce the learning effort and time to understand such simulations and test bed settings. Additionally, the app could be used as a communication tool between different departments to transfer experiences and domain specific knowledge.
Reference: Spitzer, M., Rosenberger, M., Ebner, M. (2020) Simulation data visualization using mixed reality with Microsof HoloLensTM, In: New Perspectives on Virtual and Augmented Reality, Daniela, L. (ed.), pp. 147-162, London: Routledge, https://doi.org/10.4324/9781003001874
Our chapter about “Mixed Reality Books: Applying Augmented and Virtual Reality in Mining Engineering Education” got published in the book “Augmented Reality in Education”.
This chapter deals with the integration of Augmented and Virtual Reality (AR/VR) elements into academic mining education. The focus lies on the didactical approach within the EU-funded MiReBooks (Mixed Reality Books) project. The project aims to develop a series of AR- and VR-based interactive mining manuals as a new digital standard for higher education across European engineering education. By combining AR and VR technologies, it is possible to address current challenges in mining education in an innovative way. These virtual applications should make otherwise impossible and dangerous situations accessible to students. Classical paper-based teaching materials are enriched with AR content and translated into pedagogically and didactically coherent manuals for integrative use in the classroom. The authors explore how AR and VR instruments can be effectively integrated into teaching. The results of a broad evaluation of AR/VR-based lectures are presented and discussed in this chapter. The experiences and findings are summarized in a decision matrix for the use of AR/VR-based technologies in teaching.
Reference: Daling, L., Kommetter, C., Abdelrazeq, A., Ebner, M. & Ebner, M. (2020) Mixed Reality Books: Applying Augmented and Virtual Reality in Mining Engineering Education. In: Augmented Reality in Education. Geroimenko, V. (Ed.). pp. 185-195. Springer, DOI: 10.1007/978-3-030-42156-4
Our publication about „A Pedagogical Framework for Mixed Reality in Classrooms based on a Literature Review“ at this year ED-Media conference in Amsterdam is online available:
Virtual reality devices are not an invention of the previous years. In fact, those are applicable since the 60s and therefore many scholars have elaborated in the potential of virtual reality as a learning platform. There are many diverse ways to integrate these techniques into the classroom. Affordable devices in combination with concepts like making legitimate the usage for learning. Pedagogical motivation factors like collaborations and gamification amply justify the usage of modern VR technologies as a learning platform. A variety of application have been used already in classrooms but in higher education, there is a need to catch up. Those examples have been divided by the way they make use of virtual systems and how they provide supervision. This literature review describes the functional classification of virtual reality, how it typically applies to learning and how it represents the key features for a didactically valuable usage. As a result of the literature research, a framework for the use of mixed reality in education has been developed allowing to spot new capabilities for the implementation of future VR or AR applications. This paper will also clarify the proper direction of development and the potential impact on future educational domains.
Reference: Kommetter, C. & Ebner, M. (2019). A Pedagogical Framework for Mixed Reality in Classrooms based on a Literature Review. In J. Theo Bastiaens (Ed.), Proceedings of EdMedia + Innovate Learning (pp. 901-911). Amsterdam, Netherlands: Association for the Advancement of Computing in Education (AACE)
Our second presentation at this year ED-Media 2019 conference in Amsterdam is about research work in Virtual Reality for education. This time we present a framework how we can cluster Augmented, Virtual and Mixed Reality scenarios for education. Find the slides here:
Nun das Konzept der Brille ist ja nicht wirklich neu, aber nun nimmt sich auch Nokia darum an mit einem kurzen Video aus dem Research Lab, das schon etwas die Neugierde weckt:
This concept allows to you to experience immersion and effortless navigation in an Augmented Reality environment. New types of interactions involving near-to-eye displays, gaze direction tracking, …
Es hat zwar mit Augmented Reality wenig zu tun, aber interessant ist es allemal: