Virtual tours with 360 photos present a quick, easy and accessible way to create immersive experiences. The visualization on diverse devices provides a user experience that can be different. A virtual tour with 360 photos of the Chapel of Dolores (Tenerife) has been created. Access is limited to specific days, so the creation of a virtual tour allows you to visit it at any time; in addition, a pilot test has been carried out with students of the degree of restoration and conservation of cultural heritage in order to measure the user experience of the virtual tour, depending on the device used. The participants took a virtual tour of the Dolores Chapel, first with a cell phone and then with the virtual reality headset, and then completed a user experience questionnaire. The results obtained comparing both visualization technologies are detailed, highlighting the fact that when using the virtual reality headset no better results are obtained on the immersion subscale; in addition, the visualization on a smartphone is more comfortable and obtains better results for consequences such as dizziness and vertigo. Therefore, it may be an interesting strategy to have simple versions that work quickly on cell phones.
El uso y manejo de modelos tridimensionales digitales no está concebido dentro de la competencia digital de los currículos de secundaria y Bachillerato. Sin embargo muchos autores relacionan la competencia digital con el manejo de modelos 3D, el modelado 3D y entornos virtuales tridimensionales (Realidad aumentada, virtual,…). En este artículo se presenta un recurso educativo para facilitar el acceso a contenidos didácticos de carácter tridimensional digital y tangible. Determinadas materias precisan de la comprensión e interpretación de conceptos volumétricos: los recursos didácticos innovadores para la edición, visualización e impresión 3D ofrecen una alternativa a las representaciones 2D en los procesos de enseñanza y aprendizaje. En este artículo se describe la creación de un catálogo escultórico que contempla versiones digitales y tangibles de modelos tridimensionales de las esculturas a través de tecnologías innovadoras de bajo coste como la visualización e impresión 3D. La prueba piloto desarrollada con 15 alumnos de bachillerato recoge una alta valoración de los participantes sobre las tecnologías empleadas.
30 September 2019 in International Journal of Online and Biomedical Engineering (iJOE)
One of the drawbacks of using 3D printers in educational environments is that the creation time of each piece is high and therefore it is difficult to manufacture at least one piece for each student. This aspect is important so that each student can feel part of the manufacturing process. To achieve this, 3D printers can be used, not to make pieces, but to make the molds that students use to create replicas. On the other hand, for a mold to be used to make several pieces, it is convenient to make it with flexible material. However, most used material for 3D printers (PLA) is very rigid. To solve this problem, this article designs a methodology that allows the use of low-cost 3D printers (most common in school environments) with flexible material so that each mold can be used to manufacture parts for several students. To print flexible material with low-cost printers, it is necessary to adapt the machine and the print parameters to work properly. This article analyzes the changes to be made with a low cost 3D printer and validates the use of molds in school environments. A pilot test has been carried out with 8 students of the subject of Typography, in the School of Art and Superior of Design of Tenerife. During the activity, the students carried out the process of designing a typography and creating digital molds for 3D printing with flexible material. The designs were made using free 3D modeling programs and low-cost technologies.
7 December 2016 in Education in the Knowledge Society (EKS)
El uso de objetos tangibles (maquetas, réplicas de obras artísticas, fósiles…) en entornos educativos se suele utilizar para mejorar el proceso de aprendizaje. Cuando el conocimiento se difunde a través de entornos virtuales, a veces, se pierde el valor de estos objetos tangibles. Las nuevas tecnologías de bajo coste, permiten solventar este problema, permitiendo a los profesores incluir en sus aulas virtuales el acceso y manipulación de objetos tridimensionales. En este artículo se describe el proceso de creación y divulgación de un contenido educativo tridimensional e interactivo para aprendizaje en un entorno virtual. Como caso práctico se ha trabajado sobre el patrimonio fósil marino canario. Los fósiles se usan como material tangible en la enseñanza de paleontología, sin embargo no están disponibles para el trabajo fuera del aula. En el trabajo descrito en este artículo, se han digitalizado en 3D una selección de 18 fósiles. Los archivos obtenidos están a disposición de los alumnos en un entorno online, permitiendo su descarga, visualización e interacción en dispositivos móviles multitáctiles. Además, si el alumno lo prefiere, puede imprimirlos en 3D. Para finalizar, se ha realizado una experiencia con 70 alumnos universitarios que, después de acceder al repositorio online creado, han contestado a un cuestionario para valorar los materiales diseñados.
29 June 2021 in 3C TIC. Cuadernos de desarrollo aplicados a las TIC
Virtual tours with 360 photos present a quick, easy and accessible way to create immersive experiences. The visualization in diverse devices, provide a user experience that can be different. A virtual tour with 360 photos of the Chapel of Dolores (Tenerife), has been created. Whose access is limited to specific days, so the creation of a virtual tour allows you to visit it at any time, in addition, a pilot test has been carried out with students of the degree of restoration and conservation of cultural heritage in order to measure the user experience of the virtual tour depending on the device used. The participants took a virtual tour of the Dolores Chapel, first with a cell phone and then with the virtual reality headset, and then completed a user experience questionnaire. The results obtained comparing both visualization technologies are detailed, highlighting that when using the virtual reality headset no better results are obtained in the immersion subscale, in addition, the visualization on a Smartphone is more comfortable and obtains better results in consequences such as dizziness and vertigo. Therefore, it may be an interesting strategy to have simple versions that work quickly on the cell phones.