Loading...
8 results
Search Results
Now showing 1 - 8 of 8
- Cities in Citizens’ HandsPublication . Morgado, Leonel; Rodrigues, Rui; Coelho, António; Magano, Olga; Calçada, Tânia; Cunha, Paula Trigueiros; Echave, Cynthia; Kordas, Olga; Sama, Sara; Oliver, Jennifer; Ang, Jim; Deravi, Farzin; Bento, Ricardo; Ramos, LuísWe propose a new paradigm for public participation in urban planning, a field which presents significant challenges for public understanding and participation. Our approach is based on leveraging the rich diversity of meaning associated with cultural gestures, traditions, folklore, and rituals, and using them in augmented reality systems, in order for citizens’ to explore, understand, and communicate the complex, systemic ideas and concepts associated with urban planning. At an immediate level, this approach holds the potential for enabling increased public awareness of what is at stake in urban planning - both on the part of citizens and on the part of public officials, policy-makers, and decision-makers – and consequently enhancing understanding and improving participation in public life and citizenship. It may also open up a new field of research and development in human-computer interaction, to leverage the richness of meaning and modes of expression which exist in various cultures and societies, rather than ignoring them and imposing dumbed-down or prescribed command methods. Thus, it aims to facilitate new levels of empowerment of users in the use of digital systems and data. The active utilization of cultural meaning in gestures, rituals, and social practices may also support and promote better inclusion and participation of minority groups and migrant communities in contemporary, technology-rich life.
- Finding the gaps about uses of immersive learning environments: a survey of surveysPublication . Beck, Dennis; Morgado, Leonel; O'shea, PatrickAdvancing the field of research in Immersive Learning Environments requires avoiding the pitfalls of previous educational technologies. Studies must consider the actual use of these environments and the context where it occurs, not simply the technocentric perspectives on these environments. This paper provides an overview and analysis of surveys on this topic, in order to map the field and find out which information on actual uses of Immersive Learning Environments are reported, and hence which gaps need to be covered towards a robust, encompassing knowledge on their relationship with learning. Collected accounts of use were clustered via thematic analysis and contrasted with research areas in learning and technology, highlighting the gaps in the field and serving as a blueprint for research agendas on uses of immersive learning environments.
- Can we escape the metaverse?: Should we?Publication . Carvalho, Fausto de; Morgado, LeonelIn view of the strong market presence and leverage of major corporations involved in this topic, the most straightforward answer to the questions above is “No”. Nevertheless, multiple perspectives should be considered. Thus, along this article we reflect about the concept of “metaverse”, what parts of it exist today, and what is foreseen that makes this concept a much discussed game changer.
- Immersive virtual reality, augmented reality and mixed reality for self-regulated learning: a reviewPublication . Pedrosa, Daniela; Morgado, Leonel; David Crawford; Jeremy Foss; Nicholas Lambert; Martin Reed; Jennah KriebelImmersive technologies, such as virtual reality, augmented reality, and mixed reality have gained increasing interest and usage in the field of education. Attention is being paid to their effects on teaching and learning processes, one of which is self-regulation of learning, with an important role in supporting learning success. However, designing and creating immersive environments that support the development of SRL strategies is challenging. Employing a systematic approach, this literature review provides an overview of the uses of virtual, augmented, and mixed reality with the goal of supporting SRL. We map these to known educational uses of immersive environments, highlighting current gaps in these efforts and suggesting pathways for future studies on instructional design of the use of immersive technologies to support self-regulation of learning.
- EmbodiMentor: a science fiction prototype to embody different perspectives using augmented realityPublication . Morgado, Leonel; Gütl, Christian; Stahlal, AlethaThis paper describes the EmbodiMentor, an interaction concept and metaphor that aims to enable users to embody a different person or character’s perspective, specify or modify his/her/its emotional elements and conditioning elements, and experience the resulting changes. Its use case scenario is the education and training of foreign languages and intercultural communication skills, were contextualization and first person experiences in common settings are key for practical skill acquisitions. It was born as the micro-science-fiction prototype “Frances can’t sleep. She crawls out of bed and with her EmbodiMentor runs through a range of a client’s emotional states, pitching to each one. She then falls asleep.” The application of the science fiction prototyping concept has been proven a strong approach to develop and investigate innovative applications of emerging technologies.
- iLRN 2018 Montana. Workshop, long and short paper, and poster proceedings from the fourth immersive learning research network conferencePublication . Beck, Dennis; Allison, Colin; Morgado, Leonel; Peña-Rios, Anasol; Ogle, Todd; Richter, Jonathon; Gütl, ChristianWorkshop, short paper, and long paper proceedings
- Merged reality for everyonePublication . Carvalho, Fausto de; Morgado, LeonelThis article addresses some interesting challenges and business opportunities within the promising merged reality ecosystem, which offers the vision of bringing together virtual, augmented and physical realities, seamlessly. The article also links the current status of this field with exploratory research and development work carried out by Altice Labs.
- Exploring educational immersive videogames : an empirical study with a 3D multimodal interaction prototypePublication . Fernandes, Luís Miguel Alves; Matos, Gonçalo Cruz; Azevedo, Diogo; Nunes, Ricardo Rodrigues; Paredes, Hugo; Morgado, Leonel; Barbosa, Luís; Martins, Paulo; Fonseca, Benjamim; Cristóvão, Paulo; Carvalho, Fausto de; Cardoso, BernardoGestural interaction devices emerged and originated various studies on multimodal human-computer interaction to improve user experience. However, there is a knowledge gap regarding the use of these devices to enhance learning. We present an exploratory study which analysed the user experience with a multimodal immersive videogame prototype, based on a Portuguese historical/cultural episode. Evaluation tests took place in high school environments and public videogaming events. Two users would be present simultaneously in the same virtual reality environment: one as the helmsman aboard Vasco da Gama’s XV-century Portuguese ship, another as the mythical Adamastor stone giant at the Cape of Good Hope. The helmsman player wore a virtual reality headset to explore the environment, whereas the giant player used body motion to control the giant, and observed results on a screen, with no headset. This allowed a preliminary characterization of user experience, identifying challenges and potential use of these devices in multi-user virtual learning contexts. We also discuss the combined use of such devices, towards future development of similar systems, and its implications on learning improvement through multimodal human-computer interaction.