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A Content Creation Tool for AR/VR Applications in Education: The ScoolAR Framework

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Book cover Augmented Reality, Virtual Reality, and Computer Graphics (AVR 2020)

Abstract

Nowadays, in education environments, new societal challenges and opportunities induce teachers to use new methods to improve the quality of learning. For this purpose, technology has proved to be a helpful aid in education, since it allows to ease the teaching methods, increasing the performances by introducing affordable and reliable means to convey digital contents. Studies revealed that Augmented Reality (AR) and Virtual Reality (VR) have a great potential to help two kinds of users: on one side the students, improving their knowledge and skills; on the other teachers, widening their teaching methods. In fact, the relation between AR/VR and education makes the teaching and learning experience more efficient and stimulating. Notwithstanding, a platform specifically designed does not exist for an agile creation of AR/VR contents, even for not skilled programmers. There is thus the necessity of developing new tools to enable users to become, easily, producers of such experiences. The aim of this paper is to introduce a novel framework, named ScoolAR, specifically designed to allow teachers to create tailor-made didactic proposals involving the students in the training action, thus bringing more involvement and contents awareness, managed in the realization of AR and VR applications and declined within the disciplinary topics.

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Notes

  1. 1.

    https://edu.google.com/products/vr-ar/expeditions/?modal_active=none.

  2. 2.

    http://w2.vatican.va/.

  3. 3.

    http://www.marcafermana.it/it/SmartMarca/.

  4. 4.

    https://socrative.com.

  5. 5.

    https://www.oreilly.com/ideas/.

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Correspondence to Marina Paolanti .

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Puggioni, M.P., Frontoni, E., Paolanti, M., Pierdicca, R., Malinverni, E.S., Sasso, M. (2020). A Content Creation Tool for AR/VR Applications in Education: The ScoolAR Framework. In: De Paolis, L., Bourdot, P. (eds) Augmented Reality, Virtual Reality, and Computer Graphics. AVR 2020. Lecture Notes in Computer Science(), vol 12243. Springer, Cham. https://doi.org/10.1007/978-3-030-58468-9_16

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  • DOI: https://doi.org/10.1007/978-3-030-58468-9_16

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