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The usage of immersive technologies in learning environments

  • Currently, immersive technologies are enjoying great popularity. This trend is reflected in technological advances and the emergence of new products for the mass market, such as augmented reality glasses. The range of applications for immersive technologies is growing with more efficient and affordable technologies and student adoption. Especially in education, the use will improve existingCurrently, immersive technologies are enjoying great popularity. This trend is reflected in technological advances and the emergence of new products for the mass market, such as augmented reality glasses. The range of applications for immersive technologies is growing with more efficient and affordable technologies and student adoption. Especially in education, the use will improve existing learning methods. Immersive application use visual, audio and haptic sensors to fully engage the user in a virtual environment. This impression is reinforced with the help of realistic visualizations and the opportunity for interaction. In particular, Augmented reality is characterized by a high degree of integration between reality and the inserted virtual objects. An augmented interactive simulation for the determination of the specific charge of an electron will be used as an example to demonstrate how such immersion can be created for users. A virtual Helmholtz coil is used to measure and calculate the e/m constant. The voltage at the cathode for generating the electron beam, but also the voltage of the homogeneous magnetic field for deflecting the electron beam, can be variably controlled by haptic user input. Based on these voltages, an immersive virtual electron beam is calculated and visualized. In this paper, the authors present the conceptual steps of this immersive application and address the challenges associated with designing and developing an augmented and interactive simulation.show moreshow less

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Metadaten
Document Type:Conference Proceeding
Conference Type:Konferenzartikel
Zitierlink: https://opus.hs-offenburg.de/8319
Bibliografische Angaben
Title (English):The usage of immersive technologies in learning environments
Conference:Conference on Education and Training in Optics and Photonics (17. : 15-18 May 2023 : Cocoa Beach, Florida, United States)
Author:Stefano GampeStaff MemberGND, Oliver VauderwangeStaff MemberGND, Ulrich HaissStaff MemberGND, Dan CurticapeanStaff MemberGND
Year of Publication:2023
Date of first Publication:2023/06/28
Creating Corporation:Society of Photo-Optical Instrumentation Engineers
Place of publication:Bellingham, Washington, USA
Publisher:SPIE
First Page:1272313-1
Last Page:1272313-7
Article Number:1272313
Parent Title (English):Proceedings of SPIE
Editor:David J. Hagan, Mike McKee
Volume:12723
ISBN:9781510666726 (Elektronisch)
ISBN:9781510666719 (Print)
ISSN:1996-756X (Elektronisch)
ISSN:0277-786X (Print)
DOI:https://doi.org/10.1117/12.2670563?locatt=mode:legacy
Language:English
Inhaltliche Informationen
Institutes:Fakultät Medien (M) (ab 22.04.2021)
Collections of the Offenburg University:Bibliografie
Tag:Augmented Reality; Education; Helmholtz coil; Immersive Technology; Optics and Photonics; Realtime simulation; Virtual experiments
Formale Angaben
Relevance for "Jahresbericht über Forschungsleistungen":Konferenzbeitrag: h5-Index < 30
Open Access: Open Access 
 Hybrid 
Licence (German):License LogoUrheberrechtlich geschützt