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anonymous

Augmented Revolution » Cyborgology - 0 views

  • The Egyptian resistance used web tools as well as physical space, and most importantly, they did so by looking at the intersection of both. They used the web to inform people how to behave in physical space, e.g., what to do with tear gas containers, who should stand in front of the crowds and how the crowds should move about the city. It makes little sense to argue about whether these are social media revolutions or not. Instead, we should recognize them as augmented revolutions. Only then can we debate just how and how much of a role the digital aspect played.
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    Thinking about how augmented reality impacts physical reality.
Will Sullivan

Augmented Reality in Education: Shaw Wood Primary School uses Aurasma - YouTube - 1 views

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    Video of new augmented reality tech in education
anonymous

Supporting augmented reality based children's play with pro-cam robot - 0 views

  • The study has found that robot-assisted AR based play showed improved learning effects, compared to the conventional play, in language and creativity and this is attributed to the operational flexibility, novelty, robotic mediation and capturing the attention of the children. The result was also made possible in part by designing an effective interface for the teachers to control the robots and manage the simultaneously occurring tasks.
anonymous

Development and Utilization of Projector-Robot Service for Children's Dramatic Play Act... - 0 views

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    After interviewing, focused on the three different aspects, such as differences from previous dramatic experiences, interesting points in the play activity, and the role of the media (robot or computer), most interviewees positively evaluated the augmented reality based dramatic play activity. Regarding all three of the categories, we concluded that the robot, as a delivering medium, did a better job than a computer when it came to helping children concentrate on the media and technology, peak their interests and understand the roles of the media.
anonymous

IEEE Xplore Abstract - Augmented Reality Learning Experiences: Survey of Prototype Desi... - 0 views

  • We found 87 research articles on augmented reality learning experiences (ARLEs) in the IEEE Xplore Digital Library and other learning technology publications. Forty-three of these articles conducted user studies, and seven allowed the computation of an effect size to the performance of students in a test. In our meta-analysis, research show that ARLEs achieved a widely variable effect on student performance from a small negative effect to a large effect, with a mean effect size of 0.56 or moderate effect.
anonymous

"augmented reality" robot interactive storytelling preschool kindergarten - Google Scholar - 1 views

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    Google Scholar Search Results limited Since 2010
anonymous

Robot-Aided Learning and r-Learning Services | InTechOpen - 1 views

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    "R-Learning services include learning activities that utilize a direct physical experience, such as chanting and dancing (Kanda et al., 2004; Han et al., 2009a; Yujin, 2008), and learning that uses teaching props such as toys (Yujin, 2008; Movellan et al., 2009), and that delivers multi-media contents through a touch screen (Han et al., 2005; Han and Kim, 2006; Hyun et al., 2008). This final type of activity for delivery of multi-media contents can sub-divided into two categories: class management and class instruction (Han et al., 2009a). Class instruction can further be sub-divided into contents delivery type (Han et al. 2005; Han and Kim, 2006; Hyun et al., 2008) and participatory type through augmented virtuality (Han et al., 2009b), depending on the participation of the learners."
anonymous

http://www.slc.edu/cdi/media/pdf/SLC_WhenAChildPretends_Booklet.pdf - 0 views

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    Can a socially interactive assistive robot play the role of an effective play partner in a kindergarten classroom where augmented reality is accessible in dramatic play areas?
anonymous

Embodied Cognition (Stanford Encyclopedia of Philosophy) - 0 views

  • Consider four evocative examples of phenomena that have motivated embodied cognitive science. We typically gesture when we speak to one another, and gesturing facilitates not just communication but language processing itself (McNeill 1992). Vision is often action-guiding, and bodily movement and the feedback it generates are more tightly integrated into at least some visual processing than has been anticipated by traditional models of vision (O'Regan and Noë 2001). There are neurons, mirror neurons, that fire not only when we undertake an action, but do so when we observe others undertaking the same actions (Rizolatti and Craighero 2004). We are often able to perform cognitive tasks, such as remembering, more effectively by using our bodies and even parts of our surrounding environments to off-load storage and simplify the nature of the cognitive processing (Donald 1991).
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    Thinking about embodied cognition in young children's dramatic play with robotic teachers and augmented reality.
anonymous

A psychological perspective on augmented reality in the mathematics classroom - 0 views

  • The paper presents a framework for understanding AR learning from three perspectives: physical, cognitive, and contextual. On the physical dimension, we argue that physical manipulation affords natural interactions, thus encouraging the creation of embodied representations for educational concepts. On the cognitive dimension, we discuss how spatiotemporal alignment of information through AR experiences can aid student's symbolic understanding by scaffolding the progression of learning, resulting in improved understanding of abstract concepts. Finally, on the contextual dimension, we argue that AR creates possibilities for collaborative learning around virtual content and in non-traditional environments, ultimately facilitating personally meaningful experiences.
anonymous

The Future of Virtual Reality in Education: A Future Oriented Meta Analysis of the Lite... - 0 views

  • the aimof this article is twofold: a. to clarify the difference between these future approaches; and b. todevelop a valid forecast of a wild future for VR in education. It seems that VR could suggest awild paradigm in learning. The wild turnabout identifies the potential of VR not as an accessoryto learning but as an IQ and cognitive booster.
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    Read more about potential "wild futures" of VR and AR in Education as a cognitive booster applied to all levels of learning. Meta-analysis
anonymous

Blog - Internet of Things Consortium - 0 views

  • Internet of Things should deliver consumer experiences that were not possible 2-3 years ago. These new experiences not only deliver consumer value but awe and delight as well. Products that tap into these human emotions will become the corner stones of tomorrows connected reality.
  • Based on the data the we have collected and analyzed there are three interesting questions to ask when approaching consumer based IoT products:      Does the product leverage ambient intelligence as the consumer interface?What is the unprecedented consumer experiences created from the product? How does the product connect with other products to deliver unique consumer services? 
anonymous

Ambient intelligence - Wikipedia, the free encyclopedia - 0 views

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    "In computing, ambient intelligence (AmI) refers to electronic environments that are sensitive and responsive to the presence of people. Ambient intelligence is a vision on the future of consumer electronics, telecommunications and computing that was originally developed in the late 1990s for the time frame 2010-2020. In an ambient intelligence world, devices work in concert to support people in carrying out their everyday life activities, tasks and rituals in an easy, natural way using information and intelligence that is hidden in the network connecting these devices (see Internet of Things). As these devices grow smaller, more connected and more integrated into our environment, the technology disappears into our surroundings until only the user interface remains perceivable by users."
anonymous

Internet of Things - Wikipedia, the free encyclopedia - 0 views

  • Ambient intelligence and autonomous control are not part of the original concept of the Internet of Things. Ambient intelligence and autonomous control do not necessarily require Internet structures, either. However, there is a shift in research to integrate the concepts of the Internet of Things and autonomous control.[45] In the future the Internet of Things may be a non-deterministic and open network in which auto-organized or intelligent entities (Web services, SOA components), virtual objects (avatars) will be interoperable and able to act independently (pursuing their own objectives or shared ones) depending on the context, circumstances or environments. Embedded intelligence[46] presents an "AI-oriented" perspective of Internet of Things, which can be more clearly defined as: leveraging the capacity to collect and analyze the digital traces left by people when interacting with widely deployed smart things to discover the knowledge about human life, environment interaction, as well as social connection/behavior.
anonymous

In the Programmable World, All Our Objects Will Act as One | Gadget Lab | WIRED - 0 views

  • what’s remarkable about this future isn’t the sensors, nor is it that all our sensors and objects and devices are linked together. It’s the fact that once we get enough of these objects onto our networks, they’re no longer one-off novelties or data sources but instead become a coherent system, a vast ensemble that can be choreographed, a body that can dance. Really, it’s the opposite of an “Internet,” a term that even today—in the era of the cloud and the app and the walled garden—connotes a peer-to-peer system in which each node is equally empowered. By contrast, these connected objects will act more like a swarm of drones, a distributed legion of bots, far-flung and sometimes even hidden from view but nevertheless coordinated as if they were a single giant machine.
  • For the Programmable World to reach its full potential, we need to pass through three stages. The first is simply the act of getting more devices onto the network—more sensors, more processors in everyday objects, more wireless hookups to extract data from the processors that already exist. The second is to make those devices rely on one another, coordinating their actions to carry out simple tasks without any human intervention. The third and final stage, once connected things become ubiquitous, is to understand them as a system to be programmed, a bona fide platform that can run software in much the same manner that a computer or smartphone can. Once we get there, that system will transform the world of everyday objects into a design­able environment, a playground for coders and engineers. It will change the whole way we think about the division between the virtual and the physical.
anonymous

Whiten (1991): Natural Theories of Mind - 0 views

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    Inspired by Will Sullivan Diigo Link added to Thoughtvectors on 27 Jun 14 Simulacra and Simulation - Wikipedia, the free encyclopedia en.wikipedia.org/...Simulacra_and_Simulation visualculture augmentedreality See CogSci Bibliography; CogSci Index, and CogWeb for excellent review of developmental psychology research (last updated online 2007)
anonymous

Digital View news articles - Museum Interactive Displays - 0 views

  • Museums are increasingly using digital video presentation to engage with visitors. Moving away from traditional VHS and DVD delivery, new dedicated digital media players offer an extremely low cost, yet highly reliable option for all types of looping content. Digital View - a specialist in the provision of these solid state digital media players - has even added a range of low cost interactive options to its range of ViewStream™ & VideoFlyer™ digital presentation tools. Everything a museum needs; from buttons, levers and motion sensors, to touch screens, RS-232 and full AMX / Crestron connectivity. Interactivity that is simple to program, simple to integrate and fast-to-the-touch - ensuring the best visitor experience.`
anonymous

New Media Literacies - Learning in a Participatory Culture - 0 views

  • Simulation: the ability to interpret and construct dynamic models of real-world processes. Being able to interpret, manipulate and create simulations can help you understand innumerable complex systems, like ecologies and computer networks – and make you better at playing video games!
  • Multitasking
  • Distributed Cognition: 
  • ...2 more annotations...
  • Judgment: the ability to evaluate the reliability and credibility of different information sources. If you’re worried about your students using Wikipedia at inappropriate times and taking everything they read on the internet as gospel truth, you’re worried that they aren’t exercising good judgment. But judgment also includes knowing when sources are appropriate for your use: for instance, sometimes Wikipedia might be the appropriate resource to use.
  • Visualization - the ability to translate information into visual models and understand the information visual models are communicating. VIsualization has become a key way we cope with large data sets and make sense of the complexity of our environment.
anonymous

How the Internet of Things Changes Everything - Stefan Ferber - Harvard Business Review - 0 views

  • Clearly, when things are networked, that has an impact on how actual value is produced. In many cases, it is no longer the industrially manufactured product that is the focus, but rather the web-based service that users access through that device.
  • In many and diverse sectors of the global economy, new web-based business models being hatched for the Internet of Things are bringing together market players who previously had no business dealings with each other
  • The question for you is: in this new cyber-physical galaxy, will your company become a new sun, a planet, a minor moon — or be reduced to stardust?
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