Designing Interfaces for Creative Learning Environments Using the Transreality Storyboarding Framework
- Submitting institution
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Ravensbourne University London
- Unit of assessment
- 32 - Art and Design: History, Practice and Theory
- Output identifier
- JR02
- Type
- E - Conference contribution
- DOI
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10.1145/3404512.3404530
- Title of conference / published proceedings
- Proceedings of the 2020 2nd International Conference on Big Data Engineering
- First page
- 118
- Volume
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- Issue
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- ISSN
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- Open access status
- -
- Month of publication
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- Year of publication
- 2020
- URL
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- Supplementary information
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- Request cross-referral to
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- Output has been delayed by COVID-19
- No
- COVID-19 affected output statement
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- Forensic science
- No
- Criminology
- No
- Interdisciplinary
- No
- Number of additional authors
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2
- Research group(s)
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L - Learning Technology Research Centre
- Proposed double-weighted
- No
- Reserve for an output with double weighting
- No
- Additional information
- This paper represents an outcome of the ERASMUS+ funded AR-FOR-EU project (http://www.codereality.net) that sets out a methodology for learning and gaining competencies in augmented-reality applications. The Eight Realities Design Methodology, developed by Rasool based on experience gained on the WEKIT project, and further refined with reference to Carl Smith's Contextology concept, has been successfully in several projects. This leads to a Transreality Storyboarding Framework (TSF) that can be used for developing creative learning activity in augmented and virtual spaces.
AR-FOR-EU was born from the work achieved in the Horizon 2020 WEKIT project. WEKIT has pioneered the codification of theories of use, and good practices, for using AR and wearables for industrial training, for experience management and to augment performance. AR-FOR-EU built on, and extended, those aspects of WEKIT, in the context of open access to the AR body of knowledge (BoK), and using that BoK for curriculum development and related areas. The two projects are synergistic: together, they have brought about the diffusion and adoption of a new way of thinking about how and where to use AR; and how to apply and extend relevant learning theories and best practices.
The Eight Realities model integrates eight different experiences of reality that might be encountered in a digital learning environment and considers how the user might respond: e.g. passively, actively, responsively or as part of a shared communal experience. The paper reviews several recent applications of the methodology, including a project by Ravensbourne fashion students, the Leonardo's Impossible Machines exhibition (Birkbeck and the Museo Galileo, 2019) and the WEKIT project. It points towards further applications using different aspects of the TSF.
This paper represents the outcome of several contiguous research projects at the Learning Technology Research Centre in Ravensbourne, and a refinement of Rasool's concepts for digital learning.
- Author contribution statement
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- Non-English
- No
- English abstract
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