Auflistung nach Autor:in "Sabah, Sam"
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- Conference demoEnhancing Geographical Learning Through GeoVR: Immersive Exploration and Topographic Analysis Educational Application(Proceedings of DELFI 2024, 2024) Sabah, Sam; Tillmann, Alexander; Weiß, David; Drachsler, HendrikGeoVR, a Virtual Reality immersive educational application, facilitates pedagogical approaches in geographical education, enabling students and educators to explore and analyze landscape features. This research examines the benefits of this educational environment, enabling students to seamlessly transition between macro and micro perspectives of terrain, facilitating a comprehensive understanding of surface structures. GeoVR aims to improve learning experiences, while simultaneously enhancing the user’s understanding of topographical features and spatial relationships through scalable observation and interactive analysis tools. The application notably extends the scope of actions available to learners and educators in fields such as geography, geology, environmental studies, urban planning, and education. The precision of the representation, the interactive capabilities, the infinitely adjustable scales and the contribution to a realistic and immersive learning environment for geoinformation and processes can lead to a better understanding of the systems under investigation. Despite potential challenges, GeoVR seeks to bridge the gap between virtual and physical environments, changing how people learn and explore landscapes digitally.
- KonferenzbeitragfuelsME:Create - ein Framework zur kollaborativen Entwicklung einer VR-Anwendung fur die Hochschullehre(Proceedings of DELFI Workshops 2024, 2024) Mascher, Ulrike; Weiß, David; Fuchs, Andreas; Appel, Sven; Fernes, David; Sabah, SamIn der Forschungsliteratur wird immer wieder auf die oft fehlende didaktische Fundierung von Lehr- und Lernanwendungen in und mit Virtual Reality (VR) hingewiesen. Ebenso stellt der relativ große Entwicklungsaufwand von VR-Umgebungen ein Hindernis für den Einsatz von VR in der Hochschullehre dar. Diesen Herausforderungen begegnet das im Rahmen des Verbundprojekts Future Learning Spaces, kurz fuels, entwickelte Framework fuelsME:Create. Das Paper beschreibt den Kollaborations- und Entwicklungsprozess der VR-Anwendung fuelsME:App für den Hochschul- bereich sowohl in konzeptionell-organisatorischer Hinsicht als auch in technischer Hinsicht. Das Framework fuelsME:Create ermöglicht eine enge Verzahnung von Technik und Didaktik sowie eine hochschulübergreifende (Entwicklungs-)Zusammenarbeit und kann als Best-Practice-Beispiel hilfreiche Erkenntnisse liefern.
- KonferenzbeitragA Fusion of XR Technology and Physical Objects to Increase Citizens Participation in Urban Planning(21. Fachtagung Bildungstechnologien (DELFI), 2023) Sabah, Sam; Hossain, Imran; Weiss, David; Tillmann, AlexanderExtended Reality (XR), comprising Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR) technologies have the potential to enhance urban planning with immersive and interactive experiences, but there learning cost hinders citizen participation. XR development requires technical knowledge, limiting individual engagement in urban planning. On the other hand, physical models offer tangible visualization for urban planning but lack features compared to software applications. Combining physical objects with XR technology poses challenges but holds the potential to promote citizen participation. This article introduces the concept of the city planner app, an application that integrates XR technology and physical objects in a mixed-reality setting. This app aims to leverage the strengths of both worlds and overcome their limitations to facilitate the involvement of citizens and students in urban planning.