Abstract-Augmented Reality (AR) is a term for a live direct or an indirect view of a physical, real-world environment whose elements are augmented by computer-generated sensory input and output including sound, graphics or haptic input and feedback mechanisms. It has been reported that the use of AR for educational purposes provided opportunities for reflection, capabilities for multiple representations, and co-design of personalized learning experiences which contribute to promote active learning. However, most of the reported applications are for students at the elementary or high school level. There are no reported formal studies on AR application on a college/university level. Based on this lack of information, several questions arise: Are the benefits unique to the elementary and high school students? If AR is used in college classrooms, will it show similar benefits? This paper proposes an Augmented Reality in Computing Education (ARICE) framework for using an AR educational system in undergraduate computing education to improve student performance, retention and learning outcomes. A research plan on how to evaluate the framework has also been presented.
Utilizing the inherent visual qualities of immersive virtual environments can be advantageous for educating students on particular topics. Basic fundamentals in Computer Science curriculums often can be difficult for students to grasp due to high levels of abstraction and various theoretical frameworks used to describe important structures. Virtual worlds such as Second Life® provide a unique medium for education, allowing for the visualization of concepts coupled with the interaction potential that this environment allows. Briefly discussing traditional methods for teaching fundamental topics in several courses, we discuss how Second Life can be integrated into classroom instruction for the benefit of student understanding of complex materials. We outline some of our preliminary observations and student feedback as we begin to use virtual environments in new innovative ways.
This chapter presents an innovative approach to the field of information fusion. Fuzzy mediation differentiates itself from other algorithms, as this approach is dynamic in nature. The experiments reported in this work analyze the interaction of two distinct controllers as they try to maneuver an artificial agent through a path. Fuzzy mediation functions as a fusion engine to integrate the two inputs to produce a single output. Results show that fuzzy mediation is a valid method to mediate between two distinct controllers. The work reported in this chapter lays the foundation for the creation of an effective tool that uses positive feedback systems instead of negative ones to train human and nonhuman agents in the performance of control tasks.
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