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A Mixed Reality Environmental Simulation to Support Learning about Maritime Habitats: An Approach to Convey Educational Knowledge With a Novel User Experience

Published: 08 September 2019 Publication History

Abstract

Environmental simulations allow for an easy and safe acquisition of knowledge about hard-to-reach habitats. We present a mixed-reality simulation that enables the user to convert (parts of) an arbitrary place like his or her own living room into a maritime habitat, using the example of the Baltic Sea. The user explores the virtual underwater world by walking in the real world. Typical characteristics and elements of the simulated habitat are integrated by adjusting light refraction and textures, and by adding animals, plants, and stones. The virtual animals respond to the user's movement. Rearranging real world objects causes the virtual world to change its appearance as well. User tests show that the environmental simulation provides an authentic insight into the Baltic Sea habitat and is well received with regard to the overall user experience. However, for first-time users, conveying more formal knowledge does not seem to work as well (yet) as compared to a conventional textbook approach.

References

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Kirkley, S. E. & Kirkley, J. R. (2005). Creating next generation blended learning environments using mixed reality, video games and simulations. TechTrends, 49(3), 42--53.
[2]
United Nation, G. A. (2017). 71/312. Our ocean, our future: Call for action. Seventy-first session. Agenda items 19 and 73(a).
[3]
Lee, C., Rincon, G. A., Meyer, G., Höllerer, T., & Bowman, D. A. (2013). The effects of visual realism on search tasks in mixed reality simulation. IEEE transactions on visualization and computer graphics, 19(4), 547--556
[4]
Wouters, P., Van der Spek, E. D., & Van Oostendorp, H. (2009). Current practices in serious game research: A review from a learning outcomes perspective. In Games-based learning advancements for multi-sensory human computer interfaces: Techniques and effective practices (pp. 232--250). IGI Global.
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UEQ -- User Experience Questionnaire, http://www.ueq-online.org
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Reynolds, C. W. (1987). Flocks, herds and schools: A distributed behavioral model. SIGGRAPH proceedings.
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Reynolds, C. W. (2006). Big fast crowds on ps3. SIGGRAPH proceedings.

Cited By

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  • (2024)Augmented Reality's Role in Strengthening Human-Nature Connections: A Systematic ReviewProceedings of the 27th International Academic Mindtrek Conference10.1145/3681716.3689450(286-293)Online publication date: 8-Oct-2024
  • (2024)Digital design considerations in urban natureProceedings of the 27th International Academic Mindtrek Conference10.1145/3681716.3689441(235-243)Online publication date: 8-Oct-2024
  • (2023)Exploring the Potential of Mixed Reality in Enhancing Student Learning Experience and Academic Performance: An Empirical StudySystems10.3390/systems1106029211:6(292)Online publication date: 6-Jun-2023
  • Show More Cited By

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  1. A Mixed Reality Environmental Simulation to Support Learning about Maritime Habitats: An Approach to Convey Educational Knowledge With a Novel User Experience

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      Published In

      cover image ACM Other conferences
      MuC '19: Proceedings of Mensch und Computer 2019
      September 2019
      863 pages
      ISBN:9781450371988
      DOI:10.1145/3340764
      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 08 September 2019

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      Author Tags

      1. 3D scanning
      2. Environmental simulation
      3. augmented reality
      4. computer-supported learning
      5. ecosystem
      6. habitat
      7. lighting
      8. mixed reality
      9. swarm simulation
      10. texturing

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      • Demonstration
      • Research
      • Refereed limited

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      MuC'19
      MuC'19: Mensch-und-Computer
      September 8 - 11, 2019
      Hamburg, Germany

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      Cited By

      View all
      • (2024)Augmented Reality's Role in Strengthening Human-Nature Connections: A Systematic ReviewProceedings of the 27th International Academic Mindtrek Conference10.1145/3681716.3689450(286-293)Online publication date: 8-Oct-2024
      • (2024)Digital design considerations in urban natureProceedings of the 27th International Academic Mindtrek Conference10.1145/3681716.3689441(235-243)Online publication date: 8-Oct-2024
      • (2023)Exploring the Potential of Mixed Reality in Enhancing Student Learning Experience and Academic Performance: An Empirical StudySystems10.3390/systems1106029211:6(292)Online publication date: 6-Jun-2023
      • (2023)Designing Immersive Virtual Reality Simulation for Environmental Science EducationElectronics10.3390/electronics1202031512:2(315)Online publication date: 7-Jan-2023
      • (2023)Understanding Context to Capture when Reconstructing Meaningful Spaces for Remote Instruction and Connecting in XRProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581243(1-18)Online publication date: 19-Apr-2023
      • (2021)A Survey on Applications of Augmented, Mixed and Virtual Reality for Nature and EnvironmentVirtual, Augmented and Mixed Reality10.1007/978-3-030-77599-5_45(653-675)Online publication date: 24-Jul-2021

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