A. Zaidi
Please Note
4 records found
1
Line art is an illustrative technique with a wide use in education and art. In the context of image abstraction, its potential for increasing memorisation and recognition has been demonstrated, which motivates its use in scientific illustrations. While much work has focused on the conversion of 3D models into a line-art representation, there is a lack of solutions for virtual reality. Applying existing methods for each eye independently turns out to fall short due to cost constraints, distracting artifacts due to inconsistencies, or limitations regarding the input geometry. To address these limitations, we present a contour renderer for virtual reality. It operates in screen space, making it flexible, yet it relies on a local surface approximation combined with a registration error metric for robustness. Inconsistent occluding contours are continuously merged, and lines with no correspondence between both eyes are culled. The method is easy to implement, highly efficient even for high-resolution imagery, and, according to user evaluations, avoids the noticeable artifacts produced by existing work.
Puzzle Playground
Teaching VR Interactions Through a Puzzle Game
Learning motor skills is essential to many different aspects of life, from big movements needed for sports to small and simple movements used in the rehabilitation of stroke patients. In recent years, sonification, i.e. using sounds as feedback for actions, has been researched as a promising technique for studying motor behavior. In particular, we explore how to use sonification to make the process of learning motor skills accessible and engaging. We posit that an interactive and gamified environment can increase the engagement in that process. Moreover, an enjoyable setting is more likely to stimulate repetition, an indispensable feature of any learning endeavor. We, therefore, designed and developed Pizzicato, a rhythm-based serious game that leads players to move their arms and hands to actively play music. The game uses a common webcam to track your hand movements: pinching one finger to the thumb at the right position and moment will play musical notes that pleasantly add up to a full musical track. Our player tests have shown that players find Pizzicato accessible and engaging, and report that playing the game gives them a strong sense of agency. Pizzicato was developed in collaboration with neuropsychology colleagues, who are now starting to use it as a flexible tool for motor behavior research, both for diagnostic and rehabilitation purposes.
Disruptive technology has become an integral part of our lives, and it has brought about a significant transformation in the way we interact, communicate, and share information, also in the field of education. Innovation in technology needs to be based on ethics and values of the intended result. As the use of disruptive technology continues to grow, so does the need to understand and consider ethical and value dimensions. How can disruptive technology be developed and used in an ethical way for learning and teaching? What are the values the development and implementation of disruptive technology for education should take into account? How to measure and evaluate values and ethical dimensions of disruptive technology for educational purposes? Are some of the important questions to address. This workshop paper presents a method for eliciting values and ethical dimensions of learning scenarios with disruptive technologies in vocational and higher education settings and illustrates its implementation in the context of the Horizon Europe e-DIPLOMA project. The workshop method, combining value cards and learning scenarios with disruptive technologies, was implemented in seven different countries. The preliminary results of the workshops are presented. The method has the potential to draw peoples’ attention to prospective value concerns and ethical aspects necessary for understanding and acknowledging the consequence of implementing disruptive technologies in education.