three dimensional applications in teaching and learning

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Procedia - Social and Behavioral Sciences 191 (2015) 2667 – 2673 Available online at www.sciencedirect.com ScienceDirect 1877-0428 © 2015 Published by Elsevier Ltd. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Selection and peer-review under responsibility of the Organizing Committee of WCES 2014 doi:10.1016/j.sbspro.2015.04.600 WCES 2014 Three Dimensional Applications in Teaching and Learning Processes György Molnár a *, András Benedek a a Budapest University of Technology and Economics, Magyar Tudósok boulevard 2. Q.building., Budapest 1117, Hungary Abstract In the world of today’s information society the torrent of information we are daily faced with has to be appropriately transformed and translated in order to yield representations we are somehow capable of understanding. By extending 2D representations to three-dimensional ones, pictorial contents become more lifelike, getting closer to practice, creating the basis for a new view of pictorial thinking, giving rise to the emergence to a very effective method of dealing with information overload. To depict three- dimensional reality onto a two-dimensional plane of course constitutes an age-old scientific problem, the principal aim of the technique sought after being the exact representation. We also present a general review of Hungarian and international experiences on ICT application and its environment that comply with current practice. Keywords: ICT, 3D interactive system, new learning potential, Leonar3Do; 1. Introduction The problem of projecting 3-dimensional reality into the plane has been preoccupying scientists for a long time. The most important goal would be accurately describing, geometrically analysing and interpreting spatial objects. Such projections render real or virtual spatial objects more tangible and help in understanding information and mathematical relationships related to them. Traditional technical solutions (anaglyph) have been long available for users. Anaglyph refers to the technique where two images are made of a 2 dimensional object as seen with our left and right eyes. Then these images are combined by means of an image editing software (e.g. Photoshop). The two images are then coloured according to the targeted eye. The image intended for the left eye is coloured (anaglyphed) magenta while the other one, intended for the right eye, to cyan. All we have to do now is don a pair of glasses, with * György Molnár Tel.: +36-1-463-2698 E-mail address: [email protected] © 2015 Published by Elsevier Ltd. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Selection and peer-review under responsibility of the Organizing Committee of WCES 2014

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Procedia - Social and Behavioral Sciences 191 ( 2015 ) 2667 – 2673

Available online at www.sciencedirect.com

ScienceDirect

1877-0428 © 2015 Published by Elsevier Ltd. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/).Selection and peer-review under responsibility of the Organizing Committee of WCES 2014doi: 10.1016/j.sbspro.2015.04.600

WCES 2014

Three Dimensional Applications in Teaching and Learning Processes

György Molnár a *, András Benedek a a Budapest University of Technology and Economics, Magyar Tudósok boulevard 2. Q.building., Budapest 1117, Hungary

Abstract

In the world of today’s information society the torrent of information we are daily faced with has to be appropriately transformed and translated in order to yield representations we are somehow capable of understanding. By extending 2D representations to three-dimensional ones, pictorial contents become more lifelike, getting closer to practice, creating the basis for a new view of pictorial thinking, giving rise to the emergence to a very effective method of dealing with information overload. To depict three-dimensional reality onto a two-dimensional plane of course constitutes an age-old scientific problem, the principal aim of the technique sought after being the exact representation. We also present a general review of Hungarian and international experiences on ICT application and its environment that comply with current practice. © 2014 The Authors. Published by Elsevier Ltd. Selection and peer-review under responsibility of the Organizing Committee of WCES 2014.

Keywords: ICT, 3D interactive system, new learning potential, Leonar3Do;

1. Introduction

The problem of projecting 3-dimensional reality into the plane has been preoccupying scientists for a long time. The most important goal would be accurately describing, geometrically analysing and interpreting spatial objects. Such projections render real or virtual spatial objects more tangible and help in understanding information and mathematical relationships related to them. Traditional technical solutions (anaglyph) have been long available for users. Anaglyph refers to the technique where two images are made of a 2 dimensional object as seen with our left and right eyes. Then these images are combined by means of an image editing software (e.g. Photoshop). The two images are then coloured according to the targeted eye. The image intended for the left eye is coloured (anaglyphed) magenta while the other one, intended for the right eye, to cyan. All we have to do now is don a pair of glasses, with

* György Molnár Tel.: +36-1-463-2698 E-mail address: [email protected]

© 2015 Published by Elsevier Ltd. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/).Selection and peer-review under responsibility of the Organizing Committee of WCES 2014

2668 György Molnár and András Benedek / Procedia - Social and Behavioral Sciences 191 ( 2015 ) 2667 – 2673

magenta-cyan polarizing filters, and we will see the original 2D image in 3D. Anaglyph is a passive technology that has been improved in time and with development into a modern, digital, active technology. A state-of-the-art 3D technology is DLP (Digital Light Processing). In DLP, an image source is connected to a projecting device that uses DLP 3D (e.g. projector or television). To watch the created 3D image, active DLP-3D „shutter” glasses are needed. The technology requires the use of 120 Hz projectors where the sync signal embedded into the visual contents controls the alternation of left-eye and right-eye contents with a 60 Hz period. This sync signal is provided by a standardized transmitter integrated into the DLP chip in the glasses. The operation of today’s 3D HDTVs and projectors is based on the same principle. When these devices do not require the use of specialized glasses, it means the polarized filter is integrated into the system in front of the display and this is how the 3D image is created. These filters do not filter hues but horizontal and vertical directions. Another novel 3D technology relies on the use of 3D ready projectors and 1.4 HDMI interfaces. These devices are able to receive 3D rendered video contents, even HD 3D blu-ray contents. In this technology, the sync signal for the glasses is provided by an emitter connected to the projector. The system may also be equipped with a 2D-3D converting software that helps in projecting 3D contents (Molnár, 2011).

2. Body of paper

2.1. Leonar3Do as an ICT System Facilitating 3D Projecting

When these operations can be experienced in a real, physical environment, visual thinking may be developed even further. Such a real environment is provided by the new ICT system called Leonar3Do a Hungarian invention. Using the system, students are able to design, modify, distort, dissolve, etc. spatial objects, promoting visual thinking and spatial visualization skills. The most important tool of Leonar3Do is the ’bird’, a directly hold control device. The creation of 3D images is facilitated by active glasses, a camera system, a distributor unit and a PC to control all these functions combined with a 120 Hz projector (see Fig. 1).

Fig 1. Leonar3Do, Source: own figure

The next picture (Fig. 2) shows an installed and operational Leonard3Do system configuration in an office, at BME’s Department of Technical Education. The system runs on the following hardware:

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Operation system: Microsoft® Windows® XP SP3; Windows® Vista™, Windows® 7 Processor: Intel® Core™ 2 Duo or AMD Athlon™ X2 CPU or larger Video card: GPU: NVIDIA 8 series or ATI HD 2400 series or larger Memory: 2 GB RAM or more Backup: 500 MB free space DVD drive Monitor: 120 Hz TFT monitor

The starting package includes 4 or 5 softwares including basic entertainment options, a simulation and an editing software to design spatial objects. By means of using the system, the harmonized operation of optical and movement organs is achieved and developed. Using the system may significantly support the teaching of subjects related to spatial vision, movement coordination or just thinking skills, transferring knowledge in an informal, playful and entertaining way to recipients (Molnár, 2012).

Fig 2 Leonar3Do system in operation, Source: own figure

2.2 3D Applications with a Potential to Be Adopted in Teaching and Learning Processes

If the learning process is realized in a 3-dimensional virtual reality then the knowledge achieved will be easier to retrieve as information is received as linked to „real” experiences without these actually taking place thus saving time, money and energy, not to mention potential risks. Another important advantage of multimedia is interactivity where students become active participants of virtual events and may observe the impacts of their selected behaviour (Ősz and Robert, 2012). Extending 2-dimensional spaces into 3D first appeared in the world of games and was gradually being adapted in the learning process, at least in informal learning where the didactic environment for „playful learning” or „learn by play” could be realized (Benedek and Molnár, 2011). More and more playschools are founded worldwide that do not only realize the dream of gamers but indeed every child: classes exclusively apply video games. The developer of the software Quest to Learn says the hardest task a teacher faces is to maintain the attention of kids for the entire duration of a class. A game, on the other hand, is able to maintain attention and occupy the entire mental capacity of users for 45 minutes as efficiently as for 450 minutes. All the teachers have to do is provide kids with a software with well-designed levels and tasks. Instead of learning in a conventional, under-motivating environment, a class on the ancient Greece for example includes kids participating in a game as Spartan spies, lurking in the streets of a virtual Athen. When learning about lever arms, they play with weights (Sátori, 2011).

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2.3 An Attempt to Develop a 3D Professional Educational Software using BME as a Higher Education Environment

In this chapter, we describe the development of a professional educational software that has been developed as an

experimental support tool for practicals in the secondary education of electric engineers. When using the software, students are asked to independently create a measuring design by selecting the right devices and connecting these by cables, relying on a circuit diagram in a 3D virtual laboratory. The development environment was provided by the open source Blender 3D programming application. (See Fig. 3.)

Figure 3. The Blender software environment. Source: own figure

By connecting the environment of 3D textures, designed in Blender, with the Leonar3Do system, users of the

educational softwares (i.e. students) can see the images in 3D, using the specific Leonar3Do glasses. The software also evaluates and grades the work of students at the end and indicates errors while the tasks are completed. It may also be switched to passive anaglyph mode, where 3D images are created by the use of simple magenta-cyan polarized glasses.

Figure 4. Anaglyph laboratory environment. Source: own figure

The educational software that may run in both Windows and Linux environments contains the following major units:

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Add test booklet (in measuring electrical lab) Selecting measuring devices and control connecting measuring devices evaluating the work of students

When developing our software, the softwares Inkscape and Gimp and the 3D environment of Leonar3Do were used in addition to Blender.

Figure 5. Connecting the voltmeter. Source: own figure

The experimental educational software was pilot tested on the students of a vocational school. They had very positive impressions regarding the use of the software and its role in education, according to the results of a survey conducted with their participation. Experiences thus far justify further development such as including varying resistance parameters, the task of soldering resistors into the circuit, storing final results in an encoded file, incorporating honours by grades and connecting Leo bird and Leo capture with the educational software.

3. Conclusion

Further options for innovation are represented by current and future applications such as Second Life, 3D Desktop, integrating Leonar3Do measuring practicals into the Classroom Response System, incorporating videos and educational videos into the educational process and Kinect-based sensory solutions.

The development illustrated by the picture below solves the problem represented by the lack of space in 2D displays for the numerous modern applications. In the near future, 3D operating systems may be introduced via the 3D desktop system (Benedek and Molnár, 2012).

2672 György Molnár and András Benedek / Procedia - Social and Behavioral Sciences 191 ( 2015 ) 2667 – 2673

Figure 6. 3 dimension desktop. Source: own figure

An obvious development direction for all the solutions discussed in the previous sections regardless of their contents is creating and using 3D presentations in education, relying on prezi.com (see Fig. 7). The 3D texture is prepared by the editor of a 3D software (e.g. Blender) and the content rendered from the 3D frames are composed into a video based flash format. The output is the presentation that may be presented by means of a media player at lectures (e.g. Windows Media Player Classic). The presentation may also be projected frame by frame where the routes between individual 3D elements can be visualized or selected frames may be projected without showing the ones between.

Figure 7. 3D presentation, Source: own photo

References

András Benedek and György Molnár, (2011). The empirical analysis of a Web 2.0-based learning platform, In: Constantin Paleologu, Constandinos Mavromoustakis, Marius Minea (ed.): ICCGI 2011, The Sixth International Multi-Conference on Computing in the Global Information Technology, Luxembourg, Luxembourg, pp. 56-62.

György Molnár, (2012). Challenges and Opportunities in Virtual and Electronic Learning Environments. In: Anikó Szakál (ed.) SISY 2013 IEEE 11th International Symposium on Intelligent Systems and Informatics. Subotica, Szerbia, 2013.09.26-2013.09.28. (IEEE) Subotica: IEEE, pp. 397-401. Paper 70. ISBN: 978-1-4799-0305-4/13/

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György Molnár, (2011). Flashes or steady light? Or the potentials of developing networked learning, In: Miguel Baptista Nunes, Maggie McPherson (ed.): Proceedings of the IADIS International Conference e Learning, IADIS international conference E-learning 2011, Volume II. Rome, Italy, pp. 405-408.

György Molnár and András Benedek, (2012). Development of Teacher Competencies in a New Learning Environment in Higher Education, In: ICCGI 2012: The Seventh International Multi-Conference on Computing in the Global Information Technology. Venice (I), Italy, 2012.06.24-2012.06.29. Venice(I): pp. 95-99. Paper 10216. (ISBN: ISBN: 978-1-61208-202-8)

László Sátori, (2011): Developing a 3D Learning Environment to Support Measurement Practicals in Secondary Schools, an entry at the Scientific Contest for Students, BME

Rita Ősz and Robert K, (2012). The use of animations in teaching technical drawing, In: Anikó Szakál (ed.) Proceedings of the 7th IEEE International Symposium on Applied Computational Intelligence and Informatics (SACI), 2012