Virtual Reality Data Visualization for Team-Based STEAM Education: Tools, Methods, and Lessons Learned

Virtual Reality Data Visualization for Team-Based STEAM Education: Tools, Methods, and Lessons Learned
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基于团队的 STEAM 教育的虚拟现实数据可视化:工具、方法和经验教训

DOI:
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发表时间:
2013
期刊:
Interacción
影响因子:
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通讯作者:
D. Laidlaw
D. Laidlaw
中科院分区:
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文献类型:
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作者:
Daniel F. Keefe;D. Laidlaw

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我们提出了一个讨论的工具,方法和经验教训,从近十年的工作使用虚拟现实数据可视化作为一个驱动问题领域的协作实践为基础的蒸汽教育。这项工作跨越了多所大学和设计学院。它导致了向计算机科学专业学生和艺术或设计专业学生教授的课程。在课堂上,我们的方法的一个重要方面是包括艺术和设计的学生直接在真实的科学研究,往往超出了数据可视化的计算机科学方面,还包括在生物学,医学和工程谁提供尖端的数据可视化挑战的合作者的研究。跨学科团队为基础的教育工作也延伸到课堂以外的艺术和设计的学生参加了我们的实验室作为研究助理,并发表科学研究作出了重大贡献。在某些情况下,这些经历影响了学生的职业道路。
We present a discussion of tools, methods, and lessons learned from nearly ten years of work using virtual reality data visualization as a driving problem area for collaborative practice-based STEAM education. This work has spanned multiple universities and design colleges. It has resulted in courses taught to both students majoring in computer science and students majoring in art or design. Within the classroom, an important aspect of our approach is including art and design students directly in real scientific research, often extended beyond the computer science aspects of data visualization to also include the research of collaborators in biology, medicine, and engineering who provide cutting-edge data visualization challenges. The interdisciplinary team-based education efforts have also extended beyond the classroom as art and design students have participated in our labs as research assistants and made major contributions to published scientific research. In some cases, these experiences have impacted career paths for students.