scholarly journals Zeichnen als Weltentwurf: Analog + Digital - Die Bedeutung des Zeichnens in der Primarausbildung mit Blick auf Design Engineering in Europa

2021 ◽  
Author(s):  
Marina-Elena Wachs ◽  

„Sketching the world“ bedeutet entwerfen von Welt mittels analogen und digitalen Zeichenmitteln - auch in Zukunft benötigt es dafür im Design Engineering der Künstlichen Intelligenz (KI) und der Emotionalen Intelligenz (EQ – nach Daniel Goleman). Zeichnen ist Kulturgut seit der Steinzeit und ist für die kulturelle Bildung als auch für das Design Engineering der Zukunft von großer Bedeutung. Zeichnen-Erfahrungen, sei es mit dem Stock im Sand oder mit dem Stift auf Papier, beginnt in der Primarbildung: Bereits hier ist es als Kulturtechnik essentiell für die Gesellschaft, indem der aktive Akt des Zeichnens Selbstausdruck und kulturelles Gedächtnis, Signifikat ist. Zeichnen ist individuelles und kollektives Wissens- und Bildungsmanagement für die Welt von morgen und muss in der Primabildung früh – multidisziplinär – verankert sein, soll es im Skizzieren, im Mapping, als Repräsentation und Projektion wirkungsvoll für das Design Engineering in Europa, auch in der Augmented Reality, eingesetzt werden.

2021 ◽  
Vol 2 (28) ◽  
pp. 85-96
Author(s):  
A. E. Evtushenko ◽  
◽  
M. A. Kropaneva ◽  

This article offers a prototype of an application for smartphones, aimed at improving services and increasing the speed of passenger service on the example of Pulkovo Airport. The software helps to improve the information and multimedia and technical support of the airport. The existing information technologies and the experience of their application in various airports of the world are considered. Key words: air transport, airport, passenger service, air passenger transport, St. Petersburg, application, information technology.


2021 ◽  
pp. 110-118
Author(s):  
Олександр Володимирович Каратанов ◽  
Андрій Миколайович Биков ◽  
Марія Вадимівна Сергієнко ◽  
Дмитро Михайлович Мірошниченко

This study examines augmented reality, which imposes on the world around us virtual objects, characters, filters, or other effects through a special camera. Currently, augmented reality is considered potential for pedagogical programs and it is beginning to gain momentum and be actively used. The use of augmented reality technology opens up new opportunities that increase productivity and efficiency in various industries, improve communication and knowledge transfer and make distance learning more comfortable and realistic. However, the factor of reducing the cost of production or the educational process due to the introduction of augmented reality is not yet fully disclosed and requires a detailed analysis, part of which is conducted in this paper. The existing types of augmented, virtual and mixed reality technologies were analyzed, their comparison was made, the current place in the market was determined, as well as their influence and role in modern education. The paper presents examples of the use of augmented reality technology in various fields, including in production, which demonstrates a significant increase in efficiency and confirms the relevance. An overview of the premises and laboratories, which now use virtual and augmented reality technologies for the educational process. The article also describes the shortcomings of the educational process, which can be corrected by introducing augmented reality technology. The economic benefit of using augmented reality in the educational process on a real example was calculated, due to which the expediency of this implementation was proved. Elements of the educational process are considered, the replacement of which with augmented reality will make education cheaper, and this means more accessible. An example of markers used for an augmented reality application in the field of aircraft construction is given. The tendency of the application of augmented reality and use in the educational process for the next years is analyzed, the branches in which it can be applied are considered and the expediency of its use is confirmed.


Author(s):  
S. Maier ◽  
T. Gostner ◽  
F. van de Camp ◽  
A. H. Hoppe

Abstract. In many fields today, it is necessary that a team has to do operational planning for a precise geographical location. Examples for this are staff work, the preparation of surveillance tasks at major events or state visits and sensor deployment planning for military and civil reconnaissance. For these purposes, Fraunhofer IOSB is developing the Digital Map Table (DigLT). When making important decisions, it is often helpful or even necessary to assess a situation on site. An augmented reality (AR) solution could be useful for this assessment. For the visualization of markers at specific geographical coordinates in augmented reality, a smartphone has to be aware of its position relative to the world. It is using the sensor data of the camera and inertial measurement unit (IMU) for AR while determining its absolute location and direction with the Global Navigation Satellite System (GNSS) and its magnetic compass. To validate the positional accuracy of AR markers, we investigated the current state of the art and existing solutions. A prototype application has been developed and connected to the DigLT. With this application, it is possible to place markers at geographical coordinates that will show up at the correct location in augmented reality at anyplace in the world. Additionally, a function was implemented that lets the user select a point from the environment in augmented reality, whose geographical coordinates are sent to the DigLT. The accuracy and practicality of the placement of markers were examined using geodetic reference points. As a result, we can conclude that it is possible to mark larger objects like a car or a house, but the accuracy mainly depends on the internal compass, which causes a rotational error that increases with the distance to the target.


2021 ◽  
Vol 4 ◽  
pp. 98-100
Author(s):  
Semen Gorokhovskyi ◽  
Yelyzaveta Pyrohova

With the rapid development of applications for mobile platforms, developers from around the world already understand the need to impress with new technologies and the creation of such applications, with which the consumer will plunge into the world of virtual or augmented reality. Some of the world’s most popular mobile operating systems, Android and iOS, already have some well-known tools to make it easier to work with the machine learning industry and augmented reality technology. However, it cannot be said that their use has already reached its peak, as these technologies are at the stage of active study and development. Every year the demand for mobile application developers increases, and therefore more questions arise as to how and from which side it is better to approach immersion in augmented reality and machine learning. From a tourist point of view, there are already many applications that, with the help of these technologies, will provide more information simply by pointing the camera at a specific object.Augmented Reality (AR) is a technology that allows you to see the real environment right in front of us with a digital complement superimposed on it. Thanks to Ivan Sutherland’s first display, created in 1968 under the name «Sword of Damocles», paved the way for the development of AR, which is still used today.Augmented reality can be divided into two forms: based on location and based on vision. Location-based reality provides a digital picture to the user when moving through a physical area thanks to a GPS-enabled device. With a story or information, you can learn more details about a particular location. If you use AR based on vision, certain user actions will only be performed when the camera is aimed at the target object.Thanks to advances in technology that are happening every day, easy access to smart devices can be seen as the main engine of AR technology. As the smartphone market continues to grow, consumers have the opportunity to use their devices to interact with all types of digital information. The experience of using a smartphone to combine the real and digital world is becoming more common. The success of AR applications in the last decade has been due to the proliferation and use of smartphones that have the capabilities needed to work with the application itself. If companies want to remain competitive in their field, it is advisable to consider work that will be related to AR.However, analyzing the market, one can see that there are no such applications for future entrants to higher education institutions. This means that anyone can bring a camera to the university building and learn important information. The UniApp application based on the existing Swift and Watson Studio technologies was developed to simplify obtaining information on higher education institutions.


Author(s):  
Наталія Рашевська ◽  
Володимир Соловйов

Rashevska N.V. and Soloviev V.N. Augmented Reality and the Prospects for Applying Its in the Training of Future Engineers. The education system of Ukraine is closely linked with the world education trends, therefore it requires constant renewal and expansion. One of the progressive areas of organizing studying process is creating the studying environment which will allow students to reveal their intellectual potential while searching for the necessary knowledge. That’s why the purpose of the article is analysis of the concept of augmented reality and prospects of its application in the process of training future engineers. The object of study is the system of training future engineers and the subject is using of augmented reality technologies in the process of training future engineers. The research method is analyzing the impact of the augmented reality technologies on the training future engineers. During the research, we have identified positive aspects of the augmented reality technologies in the process of training future engineers. We have defined the stages of creating some methodical system components of teaching fundamental disciplines in the higher technical school through interdisciplinary integration and technologies of augmented reality.  


Author(s):  
Marisa Pascarelli Agrello ◽  
Marianina Impagliazzo ◽  
Joaquim José Escola

ResumoNo presente artigo apresentamos a experiência realizada com o uso dos softwares de realidade aumentada (RA) e a realidade virtual (RV) em cenários para o Ensino das Ciências objetivando atender a Era da Educação 4 por meio de manipulação de objetos virtuais.Com aplicações distintas, as duas tecnologias são complementares e se configuram como ferramentas adicionais aos docentes com a proposta de elevar a qualidade das aulas e a geração de uma aprendizagem significativa representando uma ponte entre a educação e a tecnologia. Como objetos virtuais de aprendizagem (OVA), deverão ser usados em sala de aula como forma de enriquecimento das experiências práticas por meio da representação virtual de temas e contextos tornando mais ativa, contextualizada e efetiva o processo de apreensão do mundo. Palavras-chave: realidade virtual, realidade aumentada, ensino das ciências, tecnologias educacionais. Abstract In the present article we present the experience with the use of software of augmented reality (RA) and virtual reality (VR) in scenarios for the Teaching of Sciences in order to attend the Age 4 of Education through manipulation of virtual objects, the two technologies are complementary and are configured as additional tools for teachers with the proposal of raising the quality of lessons and generating meaningful learning as a bridge between education and technology. As virtuais learning objects, they should be used in the classroom as a way to enrich practical experiences through virtual representation of themes and contexts, making the process of apprehension of the world more active, contextualized and effective. Keywords: virtual reality, augmented reality, science teaching, educational technologies.


2020 ◽  
Vol 12 (4-2) ◽  
pp. 351-371
Author(s):  
Vladimir Ignatyev ◽  

The article considers the phenomenon of augmented reality as a special hybrid reality and a part of social space. The author compares the differences in approaches to the interpretation of reality in philosophy, social theory and natural science. The provisions of phenomenological sociology are used as a methodological basis for the study. The author substantiates the necessity of conjugation of ontological and epistemological perspectives of interpretation of the “multilayer” social reality. The lack of concentration of attention in most studies on distinguishing these angles leaves the category of social reality on the periphery of the construction of social ontologies. And this is not a paradox, but a desire to avoid difficulties in choosing a research position when solving a problem of a certain class each time that arises: either to build ontological models of each layer of the social, or to re-enter into polemics about the permissible limits of avoiding solipsism. The article shows one of the possible ways out of the vicious circle of polemics about the demarcation of ontology and epistemology by presenting the concepts of ‘social reality’ and ‘social actuality’ as a means of separating research angles. Their application makes it possible to establish that the environment formed by augmented reality is much more complex than it seems to the individual in his direct perception. It includes four spaces: 1) the objective world; 2) the mental world; 3) a hybrid world as a symbiosis of real and imaginary worlds; 4) symbiosis of fragments of the real world - torn apart in space and time and combined with the help of technologies in devices, which make it possible for an individual to be present while observing their combined existence and to operate with them. The author comes to the conclusion that this feature of the organization of space with the help of augmented reality implies the specificity of the changed social space in which individuals have to interact. There is a transformation of the basic ‘cell’ of society - the system of social interaction. It has been established that augmented reality technologies provide additional, qualitatively new opportunities for influencing individual pictures of the world. Augmented reality also complicates virtual reality, introducing, in addition to fictional characteristics, the content of practical actions. Augmented reality not only ‘comprehends’ the world, but is in direct practical contact with it, turning into a special side of constant reality. It was found that the interaction of augmented reality with social reality is reversible. Thanks to this process, social reality from ‘augmented’ reality is transformed into a ‘complex’ one, the qualitative determination of which can be designated as ‘hybrid social reality’. Its mode of existence is more complex than that of the human community, and is inaccessible to them as long as they retain the biological substrate of their corporeity. But no less significant consequence for social and anthropogenic transformation is the emergence in society of its new structural unit - a techno-subject, as an actor of a new species and a new agent that forms a hybrid society. It has been established that the user of augmented reality transforms the provided visual effects in his imagination into really (beyond imagination) existing things and phenomena (ontologization). A reverse movement also takes place - from illusions fixed in the imagination as objects (created by augmented reality), back to pure illusions (reverse hypostatization). The distinction between the observed and the hidden through the introduction of the concepts of social reality and social actuality makes it possible to discover a more complex structure of the social - its multi-layered nature, supplementing the ontology of social reality and, in particular, P. Donati’s relational theory of society, with ideas about such layers as actual and potential, virtual and valid. The article considers the possibility of extending the idea of the heterarchical principle of the structure of society (developed in the works of I.V. Krasavin on the basis of the model of W. McCulloch) to the further development of the augmented reality ontology. The formation of space connections using AR technology is a continuation of the embodiment of the heterarchy principle, which brings the social structure beyond the structures of a constant society.


Author(s):  
Prabha Selvaraj ◽  
Sumathi Doraikannan ◽  
Anantha Raman Rathinam ◽  
Balachandrudu K. E.

Today technology evolves in two different directions. The first one is to create a new technology for our requirement and solve the problem, and the second one is to do it with the existing technology. This chapter will discuss in detail augmented reality and its use in the real world and also its application domains like medicine, education, health, gaming, tourism, film and entertainment, architecture, and development. Many think that AR is only for smartphones, but there are different ways to enhance the insight of the world. Augmented realities can be presented on an extensive range of displays, monitors, screens, handheld devices, or glasses. This chapter will provide the information about the key components of AR devices. This chapter gives a view on different types of AR and also projects how the technology can be adapted for multiple purposes based on the required type of view.


2020 ◽  
Vol 7 (1) ◽  
pp. 25-36
Author(s):  
Jane Grant

New media has expanded our experiences of art forms from the retinal to the immersive and embodied. This evolution offers novel experiences as we push the boundaries of these emerging technologies. Recently, I have been working with augmented reality headsets. These headsets sometimes separate us from the physical and the sensory, substituting the world of matter for the virtual. My research questions whether the exchange of the sensory for the digital provides an opportunity to redesign experiences that act upon the body? Developing sound design to create the illusion of touching, could our skin become a site where artworks are experienced?


TEM Journal ◽  
2020 ◽  
pp. 820-825
Author(s):  
Failasuf Fadli ◽  
Siti Irene Astuti D. ◽  
Rukiyati Rukiyati

The development of global technology is very fast. The invention of new technology penetrated the education sector as well. New technology-based learning media have been widely used by several teachers in various schools in the world. At present, new technological media in learning media such as augmented reality, virtual reality, must be responded to by the teacher. The focus of this research is on the phenomenon of teachers who are slow to respond to new technological developments. These teachers experience stress, anxiety, and give up on using technology-based learning media. Therefore, teacher resilience in responding to contemporary media is very much needed.


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