Social Bots (software robots) are computer algorithms that automatically produce content and interact with humans on social media. Despite their tremendous success (roughly half of the Internet traffic is generated by social bots), there are only a few platforms where end-users can design, generate, test and deploy software bots for their purpose without deep knowledge ...
With the continuous development and maturing of the emerging WebXR standard, mixed reality learning experiences can be realized on the web. This opens up new ways of integrating mixed reality learning in existing virtual learning environments like Moodle. Hence, we implemented Realitybox, a WebXR-based H5P module. It adds a viewer panel for 3D objects and ...
For mixed reality applications, developers usually choose a modular development approach where the application-logic is segmented into separate components which only realize one feature. In well-designed projects, the components are reusable in different contexts within the project but also outside of it. Additionally, code from these projects can be used to find examples how to ...
A mixed reality environment immerses users in a three-dimensional space. This allows them to organize digital content in the entire room, e.g. task cards in immersive project management. A natural way to sort related objects is by placing them close to each other. However, this kind of spatial co-location of objects is not enough to ...
Lectures convey 2D content on slides that are projected onto a wall but the understanding of 3D structures is important in anatomy courses or engineering. Moreover, the legibility varies based on the position in the lecture hall due to the angle and distance of the viewer which can influence the learning efficiency. Mixed Reality has ...
A challenge of existing educational Mixed Reality applications concerns the difficult accessibility of technology for students. Many applications require expensive head-mounted displays or high-end smartphones which can only be tried by students at the university for a limited amount of time. However, Mixed Reality content can also be shown on a broader range of devices ...
The creation of learning plans is a complex and important task. There are dependencies between the different topics, e.g. an advanced subject can only be understood if the underlying basic theories have been considered. Learning plans contain short-term, mid-term and long-term goals which should ideally be synchronized to each other. Additionally, learning plans bear a ...
Courses in higher education, e.g. at universities, face a challenge regarding scalability. Ideally, every student should be able to contact a mentor to benefit from the mentor’s experience and to reach the learning goals. However, if the number of participants in a course rises, the limited resources of the institution are quickly exhausted. This leads ...
Mixed reality provides many opportunities for learning applications in formal and informal education. In previous projects, we created different learning applications for various use cases. The applications target technologies like the Microsoft HoloLens, HTC Vive, Oculus Quest 2 and smartphones. Initial pilot evaluations of these applications have already been conducted. However, we would like to ...
A common problem with spatial immersive applications is the placement of UI elements in the space. On the one hand, a menu needs to be accessible and on the other hand, it must not be in the way of the user when it is not needed. Moreover, the menus need to adapt to the room’s ...