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The use of three-dimensional Virtual Worlds in the classroom offers the promise of engaging and authentic learning experiences. Given the effort and investment involved in the creation of these worlds, more studies are needed which measure the learning gains. In particular, greater understanding is needed concerning what aspects of the technology are beneficial for learning what sort of content and in what context. We conducted two experimental studies involving 129 biology students over a two-year period that sought to make a contribution towards this understanding. Our study compared the knowledge of students after a traditional classroom lecture about a biological theorem known as Marginal Value Theorem, with their knowledge after they were exposed to simulations of two-dimensional models developed in NetLogo and three-dimensional models developed in Unity3D. Perhaps due to cognitive overload and distractors in the virtual world, it appears that the two-dimensional NetLogo model delivered better learning outcomes. 相似文献
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Gamification, the application of game elements to non-game settings, continues to grow in popularity as a method to increase student engagement in the classroom. We tested students across two courses, measuring their motivation, social comparison, effort, satisfaction, learner empowerment, and academic performance at four points during a 16-week semester. One course received a gamified curriculum, featuring a leaderboard and badges, whereas the other course received the same curriculum without the gamified elements. Our results found that students in the gamified course showed less motivation, satisfaction, and empowerment over time than those in the non-gamified class. The effect of course type on students' final exam scores was mediated by students' levels of intrinsic motivation, with students in the gamified course showing less motivation and lower final exam scores than the non-gamified class. This suggests that some care should be taken when applying certain gamification mechanics to educational settings. 相似文献
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针对当前基于视觉的增强现实系统标记大、成本高的缺陷,提出一套结合简单组合标记的增强现实系统的实现方案.基于弱透视模型,以色彩和形状作为融合特征,研究了利用冗余特征实现标记物体的3D位姿还原方法.为使配准方案能够适应普通的视觉采集设备,提出根据摄像机标定时得到的扭曲参数对渲染后的模型进行再扭曲的配准修正方法.结合OpenCV和OpenGL中的空间变换的概念,给出了虚拟和物理世界配准融合的解决方案,并基于统计学数学模型,提出降低配准时的误差以及提升配准稳定性的方案.实验结果表明,提出的算法能有效地将静态标签的抖动降低至亚像素级. 相似文献
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GaN‐based emissive microdisplays: A very promising technology for compact,ultra‐high brightness display systems
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François Templier 《Journal of the Society for Information Display》2016,24(11):669-675
High‐brightness GaN‐based emissive microdisplays can be fabricated with different approaches that are listed and described. They consist either of hybridizing a GaN LED array on a CMOS circuit or building a monolithic component on a single substrate. Using the hybridization approach, two types of 10‐μm pixel pitch GaN microdisplay prototypes were developed: (1) directly driven, 300 × 252 pixels and (2) active‐matrix, 873 × 500 pixels. Brightness as high as 1 × 106 and 1 × 107 cd/m2 for blue and green arrays, respectively, were reached. GaN‐based emissive microdisplays are suitable for augmented reality systems or head‐up displays, but some challenges remain before they can be put in production. 相似文献