EG 2021 - Education Papers
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Browsing EG 2021 - Education Papers by Subject "Mixed / augmented reality"
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Item Conveying Firsthand Experience: The Circuit Parcours Technique for Efficient and Engaging Teaching in Courses about Virtual Reality and Augmented Reality(The Eurographics Association, 2021) Dörner, Ralf; Horst, Robin; Sousa Santos, Beatriz and Domik, GittaProviding the opportunity for hands-on experience is crucial when teaching courses about Virtual Reality (VR) and Augmented Reality (AR). However, the workload on the educator's side for providing these opportunities might be prohibitive. In addition, other organizational challenges can arise, for example, demonstrations of VR/AR application in a course might be too time-consuming, especially if the course is attended by many students. We present the Circuit Parcours Technique to meet these challenges. Here, in a well-organized event, stations with VR/AR demonstrations are provided in parallel, and students are enlisted to prepare and conduct the demonstrations. The event is embedded in a four-phase model. In this education paper, the technique is precisely described, examples for its flexible usage in different teaching situations are provided, advantages such as time efficiency are discussed, and lessons learned are shared from our experience with using this method for more than 10 years. Moreover, learning goals are identified that can be achieved with this technique besides gaining personal experience.Item A Virtual Reality Platform for Immersive Education in Computer Graphics(The Eurographics Association, 2021) Hácha, Filip; Vanecek, Petr; Váša, Libor; Sousa Santos, Beatriz and Domik, GittaWe present a general framework for teaching 3D imagination demanding topics using commonly available hardware for virtual reality (VR). Our software allows collaborating on 3D objects, interaction and annotation in a simple and intuitive manner. Students can follow the exposition from an arbitrary, naturally chosen point of view, and they interact with the shared scene by adding annotations and using a pointing metaphore. The software allows using various VR headsets as well as opting for a traditional 3D rendering on a 2D screen. The framework has been tested in a small course on polygon mesh processing, identifying and eliminating the most serious flaws. In its current form, most of the sources of friction have been addressed and the system can be employed in a variety of teaching scenarios.