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"Live aus Nogaro" oder "Ein bisschen Formel 1 für Studenten." Nun ja, nicht ganz: Bei der Formel 1 verbraucht ein Rennstall ca 200.000 Liter benzin pro Saison, bei dem Rennen in Nogaro jeoch steht genau ein Liter Sprit zur Verfügung. Und noch etwas unterscheidet die beiden Wettbewerbe: In der Formel 1 gibt es keine Vorschrift für die Mindestgeschwindigkeit, im Gegensatz zum Shell Eco-Marathon, wo eine Mindestgeschwindigkeit von 30 km/h vorgeschrieben ist. In diesem Jahr kam das Rennfeeling durch die Live-Übertragung des Rennens im Internet noch besser an. Eine Gruppe von 16 Studenten aus verschiedenen Semestern der Fakultät Medien- und Informationswesen zusammen mit sechs Betreuern und wissenschaftlichen Mitarbeitern der Fakultät Medien- und Informationswesen hatten sich als Ziel gesetzt, dieses Ereignis live und - in Anbetracht der Beteiligung der Hochschule am Rennen - möglichst neutral ins Internet zu senden.
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.
Redesigning a curriculum for teaching media technology is a major challenge. Up-to-date teaching and learning concepts are necessary that meet the constant technological progress and prepare students specifically for their professional life. Teaching and studying should be characterized by a student-oriented teaching and learning culture. In order to achieve this goal, consistent evaluation is essential. The aim of the evaluation concept presented here is to generate structured information regarding the quality of content-related, didactic and organizational aspects of teaching. The exchange of opinions between students and lecturers should be encouraged in order to continuously improve the teaching and learning processes.
The paper will focus on the activities of the International Year of Light and Optical Technologies 2015 (IYL) with their impact in life, science, art, culture, education and outreach as well as the importance in promoting the objectives for sustainable development. It describes our activities carried out in the run-up to or during the IYL, as well as reports on the generic projects that led to the success of the IYL. The success of the IYL is illustrated by examples and statistics. Relating to the potential and success of the IYL, the impact and the genesis of the International Day of Light (IDL) is presented. Impressions from the opening ceremony of the IYL in Paris at UNESCO headquarters and the Inaugural Ceremony of the IDL will then be covered. A second focus is placed on the interdisciplinary media projects realized by the students of our university dedicated to these events. Finally, an analysis of the impact and legacy of IYL and IDL will be presented.
Nach einer Telefonkonferenz mit der weltweiten Shell-Zentrale in Houston/Texas sowie den für Europa und Deutschland zuständigen Zentralen in London bzw. Hamburg war es klar, dass der Shell Eco-Marathon in Europa durch uns live vom EuroSpeedway Lausitzring ins Internet gestreamt wird. Eine besondere Herausforderung bei diesem Live-Event lag darin, dass unser Stream per Inlineframe auf der internationalen Shell-Webseite eingebunden wurde. Ein weiteres Zeichen für das uns entgegengebrachte Vertrauen bekamen wir dann vor Ort, als wir die Eröffnungszeremonie und die Siegerehrung exklusiv übertragen durften.
Recent developments in information and communication technology, along with advanced displaying techniques and high computational performance open up new visualisation methods to both scientists and lecturers. Thus simulations of complex processes [1] can be computed and visualised in image sequences. The particular idea in our approach is the outsourcing of computationally intensive calculations to servers which then send the results back to mobile users. In order to improve interpretations of the visualised results, users can view them in a 3D-perspective or stereoscopically, given the technical requirements. Today’s technology even permits to view these visualisations on a mobile phone. An example for such a computationally intensive calculation originating from the theory of relativity is depicted in Figure 4.1-1.
The developed solution enables the presentation of animations and 3D virtual reality (VR) on mobile devices and is well suited for mobile learning, thus creating new possibilities in the area of e-learning worldwide. Difficult relations in physics as well as intricate experiments in optics can be visualised on mobile devices without need for a personal computer.