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Tutorials

The role of the tutorials is to provide a platform for a more intensive scientific exchange amongst researchers interested in a particular topic and as a meeting point for the community. Tutorials complement the depth-oriented technical sessions by providing participants with broad overviews of emerging fields. A tutorial can be scheduled for 1.5 or 3 hours.

Tutorial proposals are accepted until:

March 20, 2019


If you wish to propose a new Tutorial please kindly fill out and submit this Expression of Interest form.

TUTORIALS LIST

Applications of Digital Storytelling 
Lecturer(s): David Kaufman

Augmented Reality in Education 
Lecturer(s): Lucio Tommaso De Paolis



Applications of Digital Storytelling


Lecturer

David Kaufman
Simon Fraser University
Canada
 
Brief Bio
David Kaufman has presented more than 200 lectures and workshops at universities in North America, Europe, Asia, Africa, Middle East and South America. He has published extensively with more than 100 published articles and three books to his credit, serves as a reviewer for many journals, granting agencies and professional associations, and has received more than $4 million in funding. From 2001 to 2008, he served as Director, Learning & Instructional Development Centre at Simon Fraser University and currently is a Professor in the Faculty of Education. He and his colleagues currently hold SSHRC research grants to investigate digital games and digital storytelling for seniors,.
Abstract

Digital storytelling represents an important opportunity for children and adults to be cognitively active and socially engaged as they become digital producers and increase digital literacy. At the same time, the digital stories created provide an opportunity for others to learn from the lived experience of the storytellers. This tutorial provides a theoretical and practical approach to digital storytelling. Although we focus on older adults in our own work, we have also extended this work to inter-generational designs and will discuss the many opportunities that digital storytelling provides for all ages.



Keywords

Digital Storytelling, Transmedia Storytelling

Target Audience

Open to all conference attendees

Detailed Outline

Tutorial Outline
2:00 – 2:30 Introductions & Warm up story activity
2:30 – 2:45 Overview of digital storytelling with example
2:45 – 3:15 Description of theoretical foundations
3:15 – 3:30 Design of a digital storytelling course
3:30 – 3:45 Break
3:45 – 4:30 Analysis of digital stories and debrief
4:30 – 5:00 Conducting research and evaluation

Secretariat Contacts
e-mail: csedu.secretariat@insticc.org

Augmented Reality in Education


Lecturer

Lucio Tommaso De Paolis
University of Salento
Italy
 
Brief Bio
Lucio Tommaso De Paolis had a Degree in Electronic Engineering from the University of Pisa (Italy) and is an Assistant Professor at the Department of Innovation Engineering of the University of Salento, Italy. His research interest concerns the study of the design and development of applications of Virtual and Augmented Reality and Human-Computer Interaction in medicine and surgery, cultural heritage and education. De Paolis is the Director of the Augmented and Virtual Reality Laboratory (AVR Lab) at the Department of Engineering for Innovation of the University of Salento. He is the vice-president of MIMOS (Italian Movement Modelling and Simulation) and the founder of AVR Med srl, a Spin-off company of the University of Salento. He teaches “Applications of Virtual and Augmented Reality” at the Master Degree in European Heritage, Digital Media and the Information Society of the University of Salento. He has been a Visiting Professor in 2014 at the Tallinn University of Technology, in 2012 at the Vytautas Magnus University of Kaunas (Lithuania) and in 2011 at the University of Tallinn (Estonia). He has been visiting researcher in 2007 and 2010 at the Centro de Ciencias Aplicadas y Desarrollo Tecnológico of the Universidad Nacional Autónoma de México (Mexico) and in 2007 and 2009 at the Computer Graphics Laboratory of the Sabanci University of Istanbul (Turkey). De Paolis has been the coordinator of some Italian and international projects focused on the application of Virtual and Augmented Reality in medicine, cultural heritage and education. He is the organizer of the annual Intern. Conference on Augmented Reality, Virtual Reality and Computer Graphics (SALENTO AVR).
Abstract

Classroom learning as we know has undergone several changes because the technology has made its way to the classroom, increasing the engaging and interactive elements that many students are benefitting from. Keeping in mind that nowadays many young people own smartphones and students are already familiar with various technologies, the use of computerized tools and apps make sense in a classroom setting. Augmented Reality (AR) and Virtual Reality (VR) are more prominent technologies in classroom and educational settings and the learning process could be completely transformed in the next years. The introduction of new and additional ways and methods will be possible due to the capabilities of these technologies to make classes more engaging and information more apprehendable. AR, by adding visual 3D objects in the real world, could support students with additional digital information about any subject and make abstract and complex concepts easier to understand; it could catch students’ attention as well as motivate them to study. AR is able to extend the visible without however replacing the reality with a completely synthetic environment; the real world is only a starting point from which exploration begins. Supporting textbook materials with AR examples adds another dimension to the learning process that will become a hybrid of the traditional approach and innovative practical illustrations. It can make the educational experience fun for young people and the possibility to interact with the 3D objects supports the paradigms of the “learning by doing” and “learning by playing” that permit a deeper understanding and simpler memorization of the concepts. In this way AR technology can be used as an edutainment tool that refers to any form of entertainment aimed at an educational role; it enhances the learning environment and makes it much more engaging and fun-filled. Educators know that the learning process should be all about creativity and interaction and the goal is to get students interested in a subject thanks to the visualization in real time of 3D virtual models that provide a new way to see, imagine, and learn different topics. Augmented Reality technology is also growing in terms of involvement in cultural heritage; recently several cultural institutes have started to adopt AR systems in order to provide a more interesting and educational experience to visitors. Thanks to its versatility, this technology is exploited both in indoor environments, such as museums, galleries, archives, both in outdoor environments, in particular public places with high historical, naturalistic, cultural value.

Keywords

augmented reality, education, cultural heritage

Target Audience

engineers, education experts, cultural heritage experts

Detailed Outline

- Virtual Reality, augmented reality and mixed reality
- Augmented reality in education
- Serious games and edutainment in education
- Augmented reality in cultural heritage
- Examples of applications
- Benefits and limitations of augmented reality in education

Secretariat Contacts
e-mail: csedu.secretariat@insticc.org

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