Zoomeditation project was presented in Hackathon (Netherlands). This project can help people improve their levels of situational empathy (change in heart rate). In proposing this project, I was thinking of generating several meditation exercises where the characters are virtual animals, but that this anchored to devices like digital clocks to do breathing exercises, laughter and others. Also, we used a facial movement recognition to design exercises.
This project offers fun and innovative meditation exercises that can connect online with users, to enhance users' ability to purchase digital watches or heart rate measurement bands. On the other hand, it could promote access to other types of users (as children, teenager) who would be interested in buying sport or health products.
How we can teach Educational Robotics to foster 21st learning skills through ...Alexandra Sierra
This paper provides a framework for (1) how we can foster
the 21st century learning skills with educational robotics and some pedagogic strategies, (2) how Problem Based-Learning (PBL) can be used
for teaching educational robotics, (3) How we can use a friendly technology to teach educational robotics such as S4A and Arduino, and (4) the evaluation of critical thinking through PBL. Quantitative results has been presented to describe frequency codes, co-occurrences and similarity, and linking analysis about students critical thinking skills during PBL phases. In conclusion, the qualitative data provided valuable information on how teachers use educational robotics during PBL, what its advantages and limitations are, and how this topic may develop students cognitive skills.
Presentation in RIE 2018. Malta
Proyecto Robarte: Robótica, arte y tecnología
Proyecto de Astronomia: Planetario Distrital
Profe Alexandra Sierra
Profe Bladimir Porto
Estudiante Yeison Suarez Santana 801
Presentación proyecto robarte robótica, arte y tecnología prof. alexandra sierraAlexandra Sierra
Descripción del proyecto Robarte: Robótica, arte y tecnología. Qué son los procesos de investigación?, Cómo se usan los medios: robótica educativa? y nuestros resultados
Digital education content proposal ph d 2014 mayAlexandra Sierra
I teach technology and computer science in a secondary school in Bogota, Colombia. I worked on a master's thesis on processes of Inquiry through of the robotics. This work had significant achievements and would like to focus my PhD in the creation or design of a virtual space for to invent, think up and utilize of “Digital Educational Content- DEC” for its will use by teachers who teach technology and educative robotic in the High School.
http://www.youtube.com/watch?v=_zun6TWwJT0
Zoomeditation project was presented in Hackathon (Netherlands). This project can help people improve their levels of situational empathy (change in heart rate). In proposing this project, I was thinking of generating several meditation exercises where the characters are virtual animals, but that this anchored to devices like digital clocks to do breathing exercises, laughter and others. Also, we used a facial movement recognition to design exercises.
This project offers fun and innovative meditation exercises that can connect online with users, to enhance users' ability to purchase digital watches or heart rate measurement bands. On the other hand, it could promote access to other types of users (as children, teenager) who would be interested in buying sport or health products.
How we can teach Educational Robotics to foster 21st learning skills through ...Alexandra Sierra
This paper provides a framework for (1) how we can foster
the 21st century learning skills with educational robotics and some pedagogic strategies, (2) how Problem Based-Learning (PBL) can be used
for teaching educational robotics, (3) How we can use a friendly technology to teach educational robotics such as S4A and Arduino, and (4) the evaluation of critical thinking through PBL. Quantitative results has been presented to describe frequency codes, co-occurrences and similarity, and linking analysis about students critical thinking skills during PBL phases. In conclusion, the qualitative data provided valuable information on how teachers use educational robotics during PBL, what its advantages and limitations are, and how this topic may develop students cognitive skills.
Presentation in RIE 2018. Malta
Proyecto Robarte: Robótica, arte y tecnología
Proyecto de Astronomia: Planetario Distrital
Profe Alexandra Sierra
Profe Bladimir Porto
Estudiante Yeison Suarez Santana 801
Presentación proyecto robarte robótica, arte y tecnología prof. alexandra sierraAlexandra Sierra
Descripción del proyecto Robarte: Robótica, arte y tecnología. Qué son los procesos de investigación?, Cómo se usan los medios: robótica educativa? y nuestros resultados
Digital education content proposal ph d 2014 mayAlexandra Sierra
I teach technology and computer science in a secondary school in Bogota, Colombia. I worked on a master's thesis on processes of Inquiry through of the robotics. This work had significant achievements and would like to focus my PhD in the creation or design of a virtual space for to invent, think up and utilize of “Digital Educational Content- DEC” for its will use by teachers who teach technology and educative robotic in the High School.
http://www.youtube.com/watch?v=_zun6TWwJT0
LA PEDAGOGIA AUTOGESTONARIA EN EL PROCESO DE ENSEÑANZA APRENDIZAJEjecgjv
La Pedagogía Autogestionaria es un enfoque educativo que busca transformar la educación mediante la participación directa de estudiantes, profesores y padres en la gestión de todas las esferas de la vida escolar.
1. Alexandra Sierra Rativa
Departamento de Ciencias Cognitivas e Inteligencia artificial
Department of Cognitive Sciences and Artificial Intelligence
Justin Beaver VR: BE A VIRTUAL
ANIMAL IN VIRTUAL REALITY
Justin Beaver VR: Ser un animal en realidad virtual
3. Empatía / Empathy
• La empatía es la habilidad de comprender y entender
los sentimientos de las otras personas observado en
situaciones positivas (por ejemplo, placer) o
negativas (por ejemplo, dolor o angustia).
• Conectarse con los sentimientos de un personaje.
• Habilidades sociales: Educación, negocios, etc.
• Habilidades del siglo 21
• Empathy is the ability to understand and share the
feelings of another observed in positive (e.g.,
pleasure) or negative (e.g., pain or distress)
situations.
• Connect feelings with the character.
• Social Skills: Education, business, etc.
• Collaboration skills (21st century skills)
4.
5. Experimento previo/ Previous experiment
An interaction effect was found between game character appearance and self-reported situational empathy
6. Experimento previo/ Previous experiment
An interaction effect was found between game character appearance and self-reported situational empathy
8. Usuarios podrían sentir el cuerpo de un animal salvaje a través de la realidad
virtual, el cual permite a los usuarios verse y moverse como un animal virtual.
Users become a wild animal through virtual reality, which allows them to
move and see their body and arms as a virtual animal.
Cuerpo virtual
Embodiment of
the virtual body
9. Los usuarios reciben una
retroalimentación visual y sensorial
cuando el personaje del juego nada y
juega con los peces. En la última escena,
inducimos la empatía a través de una
situación donde generamos una situación
estresante cuando otro personaje virtual
(un “cazador”) le dispara a nuestro
personaje virtual.
Users receive visual and haptic feedback
when their game character is swimming
and plays with fish. In the last scene,
situation-induced empathy is evoked by
introducing a distress situation when
another virtual character (a “hunter”)
shoots the virtual character.
Los usuarios reciben retroalimentación física
The users receive physical feedback
12. Cuáles de estos tipos de personajes del juego puede generar más
empatía, percepción de dolor e inmersión en los usuarios?
Which of these characters do you think illicit most empathy, perceived
pain, and immersion in users?
A. Personaje con una apariencia natural
(Animal biológico) / Natural appearance
B. Personaje con una apariencia
artifícial (Animal robótico) /Artificial
appearance
C. Condición control
Marshmello /
Control condition
13. APARIENCIA
NO! EMPATÍA
SITUACIONAL
F(2, 48) = 1.007, p
= 0.373, ŋp
2 = 0.040
NO!
PERSONIFICACIÓN
F(2, 48) = 0.631, p
= 0.536, ŋp
2 = 0.026
SI! INMERSIÓN
F(2, 48) = 4.275, p
= 0.020, ŋp
2 = 0.151
SI! PERCEPCIÓN
DEL DOLOR
F(2, 48) = 4.405, p
= 0.018, ŋp
2 = 0.155
Hicimos un análisis multivariable
de variancia (MANOVA) fue
desarrollado para evaluar la
influencia de la apariencia del
personaje del juego tuvo en la
empatía situacional, percepción
del dolor y la inmersión.
A multivariate analysis of variance
(MANOVA) was conducted to
assess the influence of game
character appearance on
situational empathy, perceived
pain, and immersion.
APPEARANCE
NO! SITUATIONAL
EMPATHY
F(2, 48) = 1.007, p =
0.373, ŋp
2 = 0.040
NO! EMBODIMENT
F(2, 48) = 0.631, p =
0.536, ŋp
2 = 0.026
YES! IMMERSION
F(2, 48) = 4.275, p =
0.020, ŋp
2 = 0.151
YES! PERCEIVED-
PAIN
F(2, 48) = 4.405, p =
0.018, ŋp
2 = 0.155
15. Reporte de las
emociones por
los participantes
durante la
situación
estresante
Emotions
reported by
participants
during distress
situation
APARIENCIA
CASTOR CASTOR ROBOT MARSHMELLO
FELIZ
SORPRENDIDO
ENOJADO
TRISTE
MIEDOSO
ASQUEADO
NADA
OTROS
21. Puede la realidad virtual ser una máquina afectiva y
Podemos ponernos en los zapatos de la naturaleza?
Can virtual reality act as an affective machine and place us in the shoes of nature?
SI ES POSIBLE/ YES IT IS POSSIBLE!
22. CONSERVACION ANIMAL COMIENZA EN EL CEREBRO Y LAS EMOCIONES
ANIMAL CONSERVATION BEGINS IN THE BRAIN AND EMOTIONS
DESIGN IS VERY IMPORTANT IN VIRTUAL WORLDS…
EL DISENO ES MUY IMPORTANTE EN LOS MUNDOS VIRTUALES
23. WEB PAGE
BOOK FOR CHILDREN (LIBRO)
RESEARCH GAME PC (JUEGO COMPUTADORA)
RESEARCH VIRTUAL REALITY (REALIDAD VIRTUAL)
RESEARCH IN MIXED REALITY (REALIDAD MIXTA)
@JUSTINBEAVERFANS
26. Future
Mixed Reality
Researchers: Alexandra Sierra (Tilburg University),
Marie Postma (Tilburg University), Menno van
Zannen, and Andres Burbano.
Information Technology (IT): Arbey Aragon, Aura
Forero and Nelson Arias.
Business coach: Dirk van den Derg (Tilburg
University)
27. MISION: We want to influence education about conservation
of nature and animals of our planet with technology
innovation.
MISIÓN: Queremos influir en la educación sobre la
conservación de la naturaleza y los animales de nuestro
planeta con innovación tecnológica.
Access to virtual animal research for everyone
Acceso para todos de la investigación sobre animales
virtuales