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What's the Deal with CG? The Usage of Mixed Reality Applications as a Means to Facilitate Meaningful Experiences in Teaching and Learning Computer Graphics

IEEE (Hrsg). Berlin. 2023

Erscheinungsjahr: 2023

Titel des mehrbändigen Werkes: 2nd German Education Conference (GECon)

ISBN/ISSN: 979-8-3503-4814-9

Publikationstyp: Diverses (Konferenzbeitrag)

Sprache: Englisch

Doi/URN: 10.1109/GECon58119.2023.10295085

Volltext über DOI/URN

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Inhaltszusammenfassung


Due to the thematic diversity, as well as the spatial awareness required to learn and master computer graphics content, teaching it can be challenging. To alleviate these problems, a large body of past research has explored experiential learning approaches and implemented them as interactive 3D desktop applications or mobile augmented reality (AR) apps. As promising as these approaches are, their success is often hampered by an installation required to use the needed software. In this article...Due to the thematic diversity, as well as the spatial awareness required to learn and master computer graphics content, teaching it can be challenging. To alleviate these problems, a large body of past research has explored experiential learning approaches and implemented them as interactive 3D desktop applications or mobile augmented reality (AR) apps. As promising as these approaches are, their success is often hampered by an installation required to use the needed software. In this article, we offer a possible solution through the usage of a WebXR browser interface mixed reality computer graphics program (MRCG). Furthermore, we offer a teaching framework that takes up theoretical principles taught in classroom teaching as interactive, platform-independent AR representations and transforms them into concrete educational experiences in the sense of David A. Kolb's experiential learning cycle. Following the established pedagogical concept, a comprehensive teaching framework is presented consisting of an experiential WebApp, theoretical topics computer graphics within the computer graphics domain and supplementary assessment elements. Besides creating the new educational framework, the emphasis is on its practical implementation, as well as requirements for application design and curricular transformation. The key results include a critical assessment of difficulties and possibilities associated with applying the given experience-based teaching strategy from a technical and educational standpoint.» weiterlesen» einklappen

  • Mixed Reality
  • WebXR
  • Experiential learning
  • Computer graphics teaching

Autoren


Cubela, Dino (Autor)
Neis, Pascal (Autor)

Klassifikation


DFG Fachgebiet:
Informatik

DDC Sachgruppe:
Informatik

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