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.
[Chapter @ journal’s homepage]
[draft @ ResearchGate]
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
Ich darf heute an der Hochschule für Technik Stuttgart zwei Workshops halten. Hier möchte ich die dazugehörigen Slides posten.
1) Videos in der Hochschullehre
2) Mixed Reality in der Lehre
We did a short article about „A Research Agenda to Deploy Technology Enhanced Learning with Augmented Reality in Industry“ for this year „Mensch und Computer 2019“.
To apply Technology Enhanced Learning (TEL) with Augmented Reality (AR) in industry, a suitable methodology is necessary. This work focuses on how to deploy and evaluate AR learning scenarios in industrial environments. The methodology evolved within the two EU projects FACTS4WORKERS and iDEV40 and has been improved iteratively. The first step is to investigate the use case at the industry partner. Then the appropriate concept is defined. The next step is to develop a first prototype. This prototype is then improved during several iterations according to the feedback of the industry partner. When the prototype reaches an appropriate Technology Readiness Level (TRL), a final evaluation is carried out to verify the software artifact against the gathered requirements.
[Full article @ ResearchGate]
Reference: Spitzer, M., Gsellmann, I., Hebenstreit, M., Damalas, S. & Ebner, M., (2019). A Research Agenda to Deploy Technology Enhanced Learning with Augmented Reality in Industry. Mensch und Computer 2019 – Workshopband. Bonn: Gesellschaft für Informatik e.V..
Our article for this year ICL 2018 conference about „Introducing Augmented Reality and Internet of Things at Austrian Secondary Colleges of Engineering“ got published.
In Austria technical education is taught at federal secondary colleges of engineering (HTL) at a quite high level of ISCED 5. Despite mechanical engineering , design with industrial standard 3D programs being state of the art in industry and education, technologies using Internet of Things (IoT) and Augmented Reality (AR) are still at an early stage. This publication describes the introduction of the IoT platform Thingworx at Austrian HTL for mechanical engineering, with focus on AR and IoT from an educational perspective as well as the training aspects from the platform developers‘ perspective. In addition, an assessment using a system usability scale (SUS) test among students and teachers has been undertaken to obtain knowledge of how students and teachers see the usability of the IoT and AR platform Thingworx. The assessment results are presented in this paper.
Reference: Probst, A., Ebner, M., Cox, J. (2018) Introducing Augmented Reality and Internet of Things at Austrian Secondary Colleges of Engineering. 21th International Conference on Interactive Collaborative Learning (ICL), Kos, 11 pages
One of mine masterstudents developed an educational app for google cardboard. The app is called Mathrallye and hopefully children enjoy the crazy game AND learning math. Feedback how it works would be much appreciated.
[Link to Matherallye for Android]