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Dive into the research topics where Isidro Navarro is active.

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Featured researches published by Isidro Navarro.


world conference on information systems and technologies | 2013

Construction Processes Using Mobile Augmented Reality: A Study Case in Building Engineering Degree

Albert Sánchez Riera; Ernesrt Redondo; David Fonseca; Isidro Navarro

In this paper we describe the implementation and evaluation of an augmented reality (AR) application, on mobile devices. It’s based on optical images recognition from real environment, and it has been particularly intended to be used in educational environments. Some improvements have been implemented compared to existing commercial ones, such as the ability to compare and move different models consecutively with a single marker. The objective was to assess the feasibility of using AR on mobile devices in educational environments. In addition we evaluated academic performance improvement using this technology. Validation was done through a case of study where students were able to see a virtual construction process overlapped to real environments. It was carried out by Building Engineering students of the EPSEB (UPC-Barcelona-Tech). Results obtained by student’s PRE and POST test, and by questionnaires responses, demonstrated the application suitability as a new tool to be used in learning processes.


Procedia Computer Science | 2013

New Strategies Using Handheld Augmented Reality and Mobile Learning-teaching Methodologies, in Architecture and Building Engineering Degrees

Ernest Redondo; David Fonseca; Albert Sánchez; Isidro Navarro

In this paper we present “ML-AR” Practice Modules, in the field of Architecture and Building Engineering. They are alternative to traditional courses which are taught over a semester, and adapted to the student learning flow. In this case we used a particular technology such as Hand Held Augmented Reality (HHAR), to overlap virtual models on real scenes. Experience was limited to specific groups within four areas of undergraduate and master. In each case, specific Mobile Learning (ML) practices have been carried out. Each experimental group (EG) has been able to visualize a virtual model created by them or their teachers, in order to evaluate an architectural proposal or a construction detail, on site, as part of their own learning process. Students without the required devices, still in the ordinary course, configured the control group, (CG). Virtual models generation and augmented scenes preview on site, provided evaluation tools for better assessment and knowledge of student’s proposals prior to any intervention. In addition, tangible interaction and the abilitiy to modify and share their views also provided social skills and helped to create a self-formative process. Mobile devices and AR technology were used close to the students who show greater motivation and commitment in their didactic contents generation. Evaluation is based on academic performance improvement through study cases, by comparing the achievement of the overall objectives between the two groups (EG & GC). Relationship between performance and usability is also assessed. The experiments carried out confirmed our initial hypothesis, where Information and Communication Technologies (ICT) used in the web 3.0 environments, allow improving learning processes and reducing its temporality without previous experience at a very low cost. AR Technology in this area combined with Cloud computing development, creates a new paradigm of continuous training and self-learning though the use of AR technology.


digital information and communication technology and its applications | 2011

Visual Interfaces and User Experience: Augmented Reality for Architectural Education: One Study Case and Work in Progress

Ernest Redondo; Isidro Navarro; Albert Sánchez; David Fonseca

In this paper we present the first conclusions of an educational research project which seeks to evaluate, throughout the academic training period, and by the use of Augmented Reality (AR) technology, the graphic and spatial capabilities of undergraduate and master’s degree in architecture, construction, urbanism and design students. The project consists of twelve case studies to be carried out in several university centers. Currently, after the first case study has been finalised, it has been demonstrated that by combining the use of an attractive technology, to create dynamic photomontage for visual evaluation of virtual models in a real environment, and by the user-machine interaction that involves AR, students feel more motivated and the development and evolution of their graphic competences and space skills increased in shorter learning periods, improving their academic performance. For this experiment we have used mobile phones, laptops, as well as low cost AR applications.


technological ecosystems for enhancing multiculturality | 2013

Augmented reality uses in educational research projects: the "Falcones Project", a case study applying technology in the Humanities framework at high school level

Isidro Navarro; Antonio Galindo; David Fonseca

In the present paper, we describe the methodology for the implementation of Augmented Reality (AR) on a project with high-school students, in order to display content related to the book La reina descalza (Ildefonso Falcones), which was presented at the official launch of the bestseller. The project was developed by a group of students in the Humanities and Technology specialties of the school La Salle Virgen del Mar, Almeria, Spain. The method proposed is based on the recognition of the cover picture of the book, which acts as a mark of AR, allowing for the viewing of a series of digital images that are linked to multimedia content developed by the students. The proposed method is intended as a technologically advanced and entertaining system for use in educational environments that enables the display of information to students in addition to the printed documentation with which they are provided. The main objective of this work is a qualitative assessment of the use and adaptation of RA content in research projects at high school levels for displaying multimedia content.


International Journal of Educational Technology in Higher Education | 2014

Mobile learning en el ámbito de la arquitectura y la edificación. Análisis de casos de estudio

Ernest Redondo; David Fonseca; Albert Sánchez; Isidro Navarro

This educational research focuses on the use of mobile learning (m-learning) in the field of Architecture and Building Construction. It was conducted at various levels of university teaching (bachelor’s and master’s degree courses) to assess the integration of augmented reality (AR) technology on mobile devices. Several cases employing different strategies were studied. These strategies ranged from using Quick Response (QR) codes or specific markers to download multimedia content created by the students, to 3D georeferencing models that allowed information to be visualised, adjusted and assessed on site. Specific practical exercises were therefore designed for different topics, where the two most common forms of registering were tested (optical image recognition and GPS positioning). Light integration at the scene was also addressed. Owing to the high cost and limited availability of these devices, experimental groups made up of small numbers of students were formed so that devices could be shared if necessary. Improvement in academic performance and system usability were assessed in each specific case using standardised questionnaires, and the results were compared to those obtained for the control group students. The results show that these devices have become an effective, efficient and satisfactory tool for the use of hand-held AR technology.ResumenEn esta investigación educativa nos hemos centrado en el uso del aprendizaje móvil (ML) en el campo de la arquitectura y la construcción. Se llevó a cabo en distintos niveles de la enseñanza universitaria de grado y de máster, a fin de evaluar la integración de la tecnología de la Realidad Aumentada (RA) en dispositivos móviles. Se han realizado varios estudios de caso, en los que se han abordado diferentes estrategias, que van desde el uso de los códigos QR (quick reference) o marcadores específicos para descargar contenidos multimedia generados por los estudiantes tales como los modelos 3D georeferenciados para ser ajustados y evaluados en el lugar. Por lo tanto, se diseñaron prácticas específicas en el marco de diferentes temas, donde los dos tipos más comunes de registro han sido probados (reconocimiento óptico de imagen y posicionamiento GPS). También se ha abordado la integración de la luz en la escena. Debido al alto costo y a la disponibilidad limitada de estos dispositivos, hemos creado grupos experimentales con pocos alumnos que comparten, si es necesario, los terminales. La mejora del rendimiento académico y la manejabilidad de los sistemas han sido evaluadas en cada caso específico utilizando cuestionarios estandarizados, en comparación con el grupo de estudiantes de control. Los resultados muestran que estos dispositivos se han convertido en una herramienta eficaz, eficiente y satisfactoria para el uso de esta tecnología móvil, la RA en su versión (hand-held) manejable a mano.This educational research focuses on the use of mobile learning (m-learning) in the field of Architecture and Building Construction. It was conducted at various levels of university teaching (bachelor’s and master’s degree courses) to assess the integration of augmented reality (AR) technology on mobile devices. Several cases employing different strategies were studied. These strategies ranged from using Quick Response (QR) codes or specific markers to download multimedia content created by the students, to 3D georeferencing models that allowed information to be visualised, adjusted and assessed on site. Specific practical exercises were therefore designed for different topics, where the two most common forms of registering were tested (optical image recognition and GPS positioning). Light integration at the scene was also addressed. Owing to the high cost and limited availability of these devices, experimental groups made up of small numbers of students were formed so that devices could be shared if necessary. Improvement in academic performance and system usability were assessed in each specific case using standardised questionnaires, and the results were compared to those obtained for the control group students. The results show that these devices have become an effective, efficient and satisfactory tool for the use of hand-held AR technology. En esta investigación educativa nos hemos centrado en el uso del aprendizaje móvil (ML) en el campo de la arquitectura y la construcción. Se llevó a cabo en distintos niveles de la enseñanza universitaria de grado y de máster, a fin de evaluar la integración de la tecnología de la Realidad Aumentada (RA) en dispositivos móviles. Se han realizado varios estudios de caso, en los que se han abordado diferentes estrategias, que van desde el uso de los códigos QR (quick reference) o marcadores específicos para descargar contenidos multimedia generados por los estudiantes tales como los modelos 3D georeferenciados para ser ajustados y evaluados en el lugar. Por lo tanto, se diseñaron prácticas específicas en el marco de diferentes temas, donde los dos tipos más comunes de registro han sido probados (reconocimiento óptico de imagen y posicionamiento GPS). También se ha abordado la integración de la luz en la escena. Debido al alto costo y a la disponibilidad limitada de estos dispositivos, hemos creado grupos experimentales con pocos alumnos que comparten, si es necesario, los terminales. La mejora del rendimiento académico y la manejabilidad de los sistemas han sido evaluadas en cada caso específico utilizando cuestionarios estandarizados, en comparación con el grupo de estudiantes de control. Los resultados muestran que estos dispositivos se han convertido en una herramienta eficaz, eficiente y satisfactoria para el uso de esta tecnología móvil, la RA en su versión (hand-held) manejable a mano.


technological ecosystems for enhancing multiculturality | 2014

Educational qualitative assessment of augmented reality models and digital sketching applied to urban planning

Ernest Redondo; Francesc Valls; David Fonseca; Isidro Navarro; Sergi Villagrasa; Adriana Olivares; Alberto Peredo

The current paper presents a qualitative assessment of using augmented reality (AR), and digital sketching (DS) as dynamics, hybrid and ubiquitous visualization systems of urban solutions designed inside of an architecture master education. We will discuss about the main advantages and disadvantages perceived by the students of applying this type of technologies in the visualization of urban teaching projects. The proposed method of assessment, in addition to adapting perfectly to small samples of users, allowed us to accurately characterize the main aspects of the designed practical experience, especially the high degree of satisfaction and accomplishment of the students in the use of mobile technologies with teaching purposes, and its adaptation for the visualization of models and urban and architectural projects.


world conference on information systems and technologies | 2017

Urban Gamification in Architecture Education

David Fonseca; Sergi Villagrasa; Isidro Navarro; Ernest Redondo; Francesc Valls; Albert Sánchez

This paper describes early stages of an educational project focused on using gamification in architecture education. The state of the art of gamification technologies applied to education, architecture and urban design, is introduced, as well as main objectives of the project. It is based on the use of virtual reality systems on urban spaces to asses motivational, social, and spatial competences in an educational context. Finally, assessment methodology and previous design concepts are discussed.


technological ecosystems for enhancing multiculturality | 2016

Improving computational skills and curriculum of vocational training students. case study: technological behaviour of pharmacy students in a digital marketing course

Xavi Canaleta; David Fonseca; Isidro Navarro; August Climent; Lluis Vicent

Nowadays, the curricular needs of the students from Vocational Training have to adapt to all kinds of content in order to improve their future professional integration. In this sense, the technology knowledge is essential in any work environment. However, the introduction of these curricular features in certain non-technological academic areas may not be trivial and not guarantees its efficacy. The main aim of this article focuses in develop an implementation proposal and its analysis according to the profiles and motivation of the students, evaluating if this innovative proposal improves the satisfaction and the academic results of the students. It has been tested in two different groups of students in Pharmacy and Para-pharmacy technician, and Technician of assistance for people in situation of dependency, both trained in a course of Digital Marketing. As demonstrated in the results, the experience has been positive, and demonstrated how the approach can be adapted to non-technological profiles without many problems.


Journal of Educational Computing Research | 2018

Assessment of Wearable Virtual Reality Technology for Visiting World Heritage Buildings: An Educational Approach:

David Fonseca; Isidro Navarro; Isabela de Renteria; Fernando Moreira; Álvaro Ferrer; Oriol de Reina

The main aim of this study is to assess the spatial perception of historical world heritage buildings using wearable technologies in an educational framework. The proposal seeks to complement the real experience of visiting the Casa Batlló Museum, an emblematic space (1904–1906, Antonio Gaudí, Barcelona). The main innovative feature of the project is focused on the usability assessment of the video-guide indoor location-based system. The article addresses the first phase of a more complex project, analyzing the behavior of architecture students previously trained in modeling of complex buildings, in order to improve the system for a second phase that will be developed with students with special needs. Using an indoor location system for watching multimedia contents, we can improve the access, the visit, and the spatial perception of historical places for all kinds of students, with or without any special requirements. The results show a lack of usability of the system, especially due to the design of the mobile interface and to some loss of synchronization between the student position and the multimedia contents. However, the students have a better understanding of the museum’s characteristics because of multimedia content, as a clear improvement compared with the classic audio-guide.


world conference on information systems and technologies | 2017

Simulated Environments in Architecture Education. Improving the Student Motivation

Francesc Valls; Ernest Redondo; Albert Sánchez; David Fonseca; Sergi Villagrasa; Isidro Navarro

The increasing graphic quality and ease of use of the current generation of videogame technology compels educators to rethink how architecture students learn. This paper presents the results of an educational experience with architecture students that explored the suitability of virtual environments as an educational tool. Students explored the simulated environment of an architectural proposal and filled a survey asking whether the experience had made them reason about some fundamental qualities of space. The results revealed that the virtual environment was capable of making students reflect on the functional, formal or material qualities of architectural spaces, suggesting a new education avenue using gamification or serious games strategies.

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Ernest Redondo

Polytechnic University of Catalonia

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Albert Sánchez

Polytechnic University of Catalonia

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Francesc Valls

Polytechnic University of Catalonia

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Lluís Giménez

Polytechnic University of Catalonia

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Ernesto Redondo

Polytechnic University of Catalonia

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