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Design & Organisation
High level education
Design & Organisation
Design & Organisation

> Studies

AVATAR / Advanced Virtual and Augmented Reality Toolkit for Learning

Date: 2020-2023

Budget: 357 023 €

Partners:
Logo Politecnico di Milano Logo University of Belgrade   Logo CNR STIIMA Milano   Logo Grenoble INP - UGA


Objectives

The main objective of the AVATAR Erasmus+ project is to support and facilitate the adoption of VR/AR technologies in engineering curricula. Within the set of advanced digital technologies in fact, AR and VR have the following characteristics and advantages:
  1. AR is able to provide a more understandable perspective on engineering problems, using a three-dimensional experience (VR) to leverage on visuo-spatial ability of the students.
  2. AR is the right tool to deliver meaningful set of information to specific geometrical locations, providing the students a deeper understanding.
  3. VR/AR-enabled telepresence enables high-quality distance and self-learning, being able to provide the students a rich experience even if they cannot access laboratorial facilities and/or get in touch with real components.

To pursue this objective a set of workflows will be developed, describing and formalizing how to implement learning activities in engineering taking advantage of VR/AR tools. The workflows will be organized in three clusters:
  1. Learning approaches for experiencing/developing VR/AR technologies to support the use and implementation of AR/VR tools (e.g., how to build a 3D scene for VR, how to prepare and organize contents for VR/AR, how to address interactivity in VR/AR).
  2. Learning approaches using AR/VR within integrated engineering approaches to provide a better and deeper understanding of engineering problems (e.g., in the design of a manufacturing system and/or in the definition of detailed trajectories in robotized assembly processes).
  3. AR/VR as an innovative environment for learning assessment addressing address how to implement assessment tools (exercises, quizzes, polls, etc.) within VR/AR environments.

Date of update January 12, 2021

Université Grenoble Alpes