Refine
Year of publication
Document Type
- Conference Proceeding (47)
- Contribution to a Periodical (13)
- Article (unreviewed) (4)
- Article (reviewed) (3)
- Book (3)
- Part of a Book (2)
- Image (1)
Conference Type
- Konferenzartikel (45)
- Sonstiges (2)
- Konferenz-Abstract (1)
- Konferenz-Poster (1)
Is part of the Bibliography
- yes (73) (remove)
Keywords
- Optik (7)
- Photonik (6)
- research-oriented education (5)
- Education in Optics and Photonics (4)
- Licht (4)
- optics and photonics (4)
- Education (3)
- VR (3)
- Virtuelle Realität (3)
- Astronomical events (2)
Institute
Open Access
- Open Access (37)
- Closed Access (19)
- Closed (5)
- Hybrid (5)
The paper describes the implementation of practical laboratory settings in a virtual environment. With the entry of VR glasses into the mass market, there is a chance to establish educational and training applications for displaying some teaching materials and practical works. Therefore our project focuses on the realization of virtual experiments and environments, which gives users a deep insight into selected subfields of Optics and Photonics. Our goal is not to substitute the hand on experiments rather to extend them. By means of VR glasses, the user is offered the possibility to view the experiment from several angles and to make changes through interactive control functions. During the VR application, additional context-related information is displayed. By using object recognition, the specific graphics and texts for the respective object are loaded and supplemented at the appropriate place. Thus, complex facts are supported in an informative way. The prototype is developed using the Unity Engine and can thus be exported to different platforms and end devices. Another major advantage of virtual simulations to the real situation is the high degree of controllability as well as the easy repeatability. With slight modifications, entire experiments can be reused. Our research aims to acquire new knowledge in the field of e-learning in association with VR technology. Here we try to answer a core question of the compatibility of the individual media components.
VR-based implementation of interactive laboratory experiments in optics and photonics education
(2022)
Within the framework of a developed blended learning concept, a lot of experience has already been gained with a mixture of theoretical lectures and hands-on activities, combined with the advantages of modern digital media. Here, visualizations using videos, animations and augmented reality have proven to be effective tools to convey learning content in a sustainable way. In the next step, ideas and concepts were developed to implement hands-on laboratory experiments in a virtual environment. The main focus is on the realization of virtual experiments and environments that give the students a deep insight into selected subfields of optics and photonics.
The University for Children is a very successful event aiming to spark children‧s interest in science, in this particular lecture in Optics and Photonics. It is from brain research that we know about the significant dependence of successful learning on the fun factor. Researchers in this field have shown that knowledge acquired with fun is stored for a longer time in the long-term memory and can be used both more efficiently and more creatively [1], [2]. Such an opportunity to inspire the young generation for science must not be wasted. The world of Photonics and Optics provides us with a nearly inexhaustible source of opportunities of this kind.
In short-reach connections, large-diameter multimode fibres allow for robust and easy connections. Unfortunately, their propagation properties depend on the excitation conditions. We propose a launching technique using a fibre stub that can tolerate fabrication tolerances in terms of tilts and off-sets to a large extent. A study of the influence of displaced connectors along the transmission link shows that the power distributions approach a steady-state power distribution very similar to the initial distribution established by the proposed launching scheme.
Für Verbindungen über einige hunderte Meter eignen sich Multimode-Lichtwellenleiter (MM-LWL) durch ihre Robustheit und einfache Handhabung ideal. Zudem erlaubt der große Durchmesser des Faserkerns mit 62,5 µm eine sichere, stabile und relativ verlustfreie Verbindung. Neben diesen Vorteilen sind jedoch im letzten Jahrzehnt durch die Erhöhung der Bitrate auch Nachteile sichtbar geworden. So konnten die für niedrige Übertragungsraten genutzten LEDs noch zur Vollanregung der Übertragungsmoden eingesetzt werden. Für höhere Übertragungsraten ist dies jedoch nicht mehr möglich, da sie optisch zu träge sind und somit der schnellen Modulation nicht mehr folgen können. Schnellere Anregungskomponenten, etwa Laserdioden (LD), müssen eingesetzt werden. Durch die spezifische Ausstrahlungscharakteristik der LDs kann jedoch nicht mehr der gesamte MM-LWL-Kern angeregt werden. Dies führt zu unterschiedlichen Modenlaufzeiten im MMLWL, was sich wiederum negativ auf die Übertragungsrate auswirken kann. Dadurch nimmt die Bandbreite rapide ab.
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 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.