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How Augmented Reality Affects the Learning Experience at a Museum / Hur Förstärkt Verklighet Påverkar Inlärningsupplevelsen på ett MuseumLando, Emilio January 2017 (has links)
It is well documented that Augmented Reality (AR) enhances and supports learning. Earlier research compares AR applications with existing methods. Published research typically focuses on one AR in general. Nevertheless, there are different ways of using AR. This paper gives further insight into how to use AR as a learning tool as part of a museum experience. It focuses on AR through smartphones, where the world is measured through the phone’s sensors and the virtual content is displayed on the device’s screen. This thesis presents the results of a comparative study between two types of AR: In-world space and On-screen space. In-world space AR renders the virtual content registered onto the physical exhibition. On-screen space AR renders the virtual content on the screen of the phone and uses the physical space of the exhibition as an index retrieval point. The discussion emerging from this study aims to aid the development and design of AR applications at museum settings, by giving curators better understanding of design options in AR spaces. Qualitative results suggest that In-world space benefits learning. / Det är väldokumenterat att Augmented Reality (AR) förbättrar inlärning. Tidigare forskning jämför AR mot andra existerande metoder. Publicerad forskning fokuserar generellt på AR i allmänhet trots att det finns flera olika typer av AR. Den här rapporten ger vidare insikt i hur AR bör användas med ändamålet att vara ett inlärningsverktyg som en del av en museum-upplevelse. Den fokuserar på AR genom smartphones, där omvärlden beräknas med mobilens sensorer och virtuellt material renderas i relation till omvärlden på mobilens skärm. Den här studien presenterar resultat från en jämförelsestudie mellan två typer av AR: In-world space och On-screen space. In-world space AR renderar det virtuella materialet ovanpå och i relation till den fysiska utställningen. On-screen space AR renderar det virtuella materialet på mobilens skärm utan relation till omvärlden, men använder istället den fysiska omvärlden för att placera ut virtuella indexpunkter. Diskussionen från den här studien ger förhoppningsvis riktlinjer för utveckling och design av AR-applikationer på ett museum, genom att ge kuratorer och museum en bättre förståelse gällande designmöjligheter i en AR-miljö. Kvalitativa result tyder på att In-world space förbättrar inlärning mer än On-screen space.
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Přičiny vzniku světa v Platónově Tímaiu / Causes of the Creation of the World in Plato's TimaeusKrása, Ondřej January 2018 (has links)
Ondřej Krása, Causes of the Creation of the World in Plato's Timaeus Abstract of the Thesis The aim of the thesis is to explain the causes of the creation of the world in Plato's Timaeus. The causes of the creation of the world are manifold. The Demiurge created the world according to an eternal paradigm. The paradigm of the world is an intelligible animal that encompasses everything that is eternal. The Demiurge is the best of eternal beings and created the world as an image of the entirety of eternal beings. What is then the relationship between the Demiurge, who is reason, and the entirety of eternal beings, that reason can comprehend? Timaeus characterizes the eternal being as having no other relationships than those towards itself. On the contrary, the Demiurge is a being that has constitutive relationships towards the world. The entirety of being that consists of both the Demiurge and that, which is in itself, is therefore a being in which reason relates self-contained relationships of that, which reason can comprehend, towards something else, namely becoming. The world was created in a receptacle as an embodied soul. Each body is a regular geometrical figure with no "matter" inside. Bodies are both in space and they are modifications of space. Souls are in space as well, but their being in space is...
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