Abstract:Mixed-reality environments allow to combine tangible interaction with digital feedback, empowering interaction designers to take benefits from both real and virtual worlds. This interaction paradigm is also being applied in classrooms for learning purposes. However, most of the times the devices supporting mixed-reality interaction are neither portable nor affordable, which could be a limitation in the learning context. In this paper we propose CETA, a mixed-reality environment using low-cost Android tablets w… Show more
“…The system detects through the mirror and the tablet's camera the actions of the child, and once they succeed, the virtual robot collects the screw. (Marichal et al, 2017) Nevertheless, the majority of relevant projects recommend the use of a head unit or that the screen be put in a central point. Our approach differentiates from the rest of the similar games by including a specially designed controller to support the developed game.…”
The field of electronic games is a great experimental area that contributes to the implementation of new technologies in a variety of applications. This article explores the field of mixed reality through the use of physical computing for the development of the electronic game Inside. In such an interactive environment, the physical and the virtual worlds coexist and interact with each other. A user can alter the virtual world's characteristics through a special controller designed for the game that contains electronic components that can sense real-world properties. The attention of the user is not focused only on the screen but also on the controller through which a two-way interaction is achieved. A virtual environment created by a game engine can receive messages from the controller and vice versa. Changes on the properties of the virtual world can be communicated to the controller aiming at the alteration of the characteristics of the physical world. As a result, the user experiences an immersion in an environment in which real and virtual objects coexist.
“…The system detects through the mirror and the tablet's camera the actions of the child, and once they succeed, the virtual robot collects the screw. (Marichal et al, 2017) Nevertheless, the majority of relevant projects recommend the use of a head unit or that the screen be put in a central point. Our approach differentiates from the rest of the similar games by including a specially designed controller to support the developed game.…”
The field of electronic games is a great experimental area that contributes to the implementation of new technologies in a variety of applications. This article explores the field of mixed reality through the use of physical computing for the development of the electronic game Inside. In such an interactive environment, the physical and the virtual worlds coexist and interact with each other. A user can alter the virtual world's characteristics through a special controller designed for the game that contains electronic components that can sense real-world properties. The attention of the user is not focused only on the screen but also on the controller through which a two-way interaction is achieved. A virtual environment created by a game engine can receive messages from the controller and vice versa. Changes on the properties of the virtual world can be communicated to the controller aiming at the alteration of the characteristics of the physical world. As a result, the user experiences an immersion in an environment in which real and virtual objects coexist.
“…With the aim of fostering the use of Ceibal Plan tablets for experiments, another part of the team has been working on improving mathematical abilities during early childhood and for this developed the CETA (Ceibal Tangible) project, which led to the creation of a tangible interaction device for learning mathematical concepts (Marichal et al, 2017). To test the usefulness of this device, the BRUNO video game for year 1 primary school children was developed, and its impact was evaluated through an experimental design with three conditions: two experimental conditions (tangible interaction, virtual interaction) and a control group.…”
Section: Ongoing Projects: Promoting the Initial Learning Of Mathematicsmentioning
confidence: 99%
“…Con el objetivo de potenciar el uso de las tablets del Plan Ceibal desde la perspectiva experimental, otra parte del equipo viene trabajando en torno a las habilidades matemáticas de la primera infancia y desarrolló para esto el proyecto CETA (Ceibal Tangible) que permitió la creación de un dispositivo de interacción tangible para el aprendizaje de conceptos matemáticos (Marichal et al, 2017). Para probar la utilidad de este dispositivo se desarrolló el videojuego BRUNO dirigido a niños de primer año de educación primaria, y se evaluó su impacto a través de un diseño experimental de tres condiciones, dos experimentales (interacción tangible, interacción virtual) y un grupo control.…”
Section: Refinando La Mirada: La Experimentación En Grupos Pequeñosunclassified
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