Jose Luis Saorin
University of La Laguna
Network
Latest external collaboration on country level. Dive into details by clicking on the dots.
Publication
Featured researches published by Jose Luis Saorin.
IEEE Computer Graphics and Applications | 2005
Manuel Contero; Ferran Naya; Jose Luis Saorin; Julián Conesa
This article analyzes the importance of visualization skills in engineering education. It proposes a dual approach based on computer graphics applications using both Web-based graphic applications ...
Computer Applications in Engineering Education | 2013
Jorge Martín-Gutiérrez; Francisco Albert Gil; Manuel Contero; Jose Luis Saorin
This article presents a pilot study with architecture students, in which the effects of descriptive geometry, taught conventionally and using a three‐dimensional dynamic tool designed for the purpose, on the improvement of spatial abilities are compared and analysed. In relation with previous works, the main contribution of this research is the development of a three‐dimensional viewer (Diedro‐3D) to support the teaching process, encouraging autonomous learning. The Diedro‐3D application tries to overcome the main obstacle that student face when using a descriptive geometry textbook: static 2D illustrations of high complexity. This is achieved by providing a series of construction steps and supporting a 3D visualisation environment where the student can freely change the point of view. It is important to note that students show a high degree of satisfaction with the learning experience using Diedro‐3D as usability analysis confirms.
international conference on advanced learning technologies | 2010
Norena Martin-Dorta; Isabel Sanchez-Berriel; Miguel Bravo; Juan A. Hernández; Jose Luis Saorin; Manuel Contero
Recent studies have brought attention to the pedagogical potential of mobile devices, and various experiments have tested tools in handheld devices, indicating that they strengthen and support learning in different fields. The purpose of the work presented in this paper was to design a 3D construction mobile game for 3D spatial visualization training, with the aim of familiarizing users with a 3D environment and improving their understanding of the 2D-3D relationship. This paper describes the architecture of the system that we developed, which includes several different applications: (a) a mobile game played on touch screen devices to permit students to solve exercises about building models with unit-sized cubes in a 3D environment, (b) a PC application, to permit the teacher to design exercises and manage users, and (c) a server application and a database to collect and manage data. The J2ME Mobile 3D Graphics library is used and development is done in Netbeans. Satisfaction questionnaires and observation records were kept of work done by the users in order to evaluate the mobile game. The results show a high degree of satisfaction with the game and that users realize how useful this game can be for the proposed aims.
Multimedia Tools and Applications | 2014
Norena Martin-Dorta; Isabel Sanchez-Berriel; Miguel Bravo; Juan A. Hernández; Jose Luis Saorin; Manuel Contero
This paper presents a novel spatial instruction system for improving spatial abilities of engineering students. A 3D mobile game application called Virtual Blocks has been designed to provide a 3D virtual environment to build models with cubes that help students to perform visualization tasks to promote the development of their spatial ability during a short remedial course. A validation study with 26 freshman engineering students at La Laguna University (Spain) has concluded that the training had a measurable and positive impact on students’ spatial ability. In addition, the results obtained using a satisfaction questionnaire show that Virtual Blocks is considered an easy to use and stimulating application.
frontiers in education conference | 2013
Jorge de la Torre; Jose Luis Saorin; Manuel Contero; Jorge Dorribo-Camba
In this paper, we present a functional prototype of an interactive multi-touch book with drawing capabilities, intended to enhance the understanding of engineering graphics concepts and improve visualization skills. Our multi-touch book combines textual elements with rich media content and interactive exercises to allow students to practice technical sketching in an environment that simulates traditional paper-based drawings and tools. Additionally, finished drawings can be submitted to the instructor via email directly from the digital book, which facilitates management tasks. A comparative study of traditional and digital sketching using our prototype was conducted with a small group of participants to evaluate the effectiveness of the tool. Preliminary results show positive reactions and acceptance.
Journal of Geography | 2018
Carlos Carbonell Carrera; Jose Luis Saorin; Stephany Hess Medler
Abstract Cartographic interpretation requires accurate spatial orientation. Two main sources of spatial knowledge acquisition inform spatial orientation ability: map-like perspective (map reading), and ground level perspective (wayfinding). The Pokémon GO game incorporates both types as players use a map to orient themselves while also moving around in the environment. This article presents research with university students in which the impact of Pokémon GO on spatial orientation is measured. The Pokémon GO application can offer great possibilities for planning workshops for improving spatial orientation.
Arte Individuo Y Sociedad | 2018
Jose Luis Saorin; Alejandro Bonnet de León; Cecile Meier; Jorge de la Torre-Cantero
The study and representation of the shapes associated with the human body and the portrait is a part of the curriculum of the subjects of plastic, visual and audiovisual education in secondary education. Currently, the exercises are performed using traditional artistic techniques and in most cases in two-dimensional supports. When it comes to creating three-dimensional models, often it is used clay or other molding elements and construction techniques. This implies the need to have the specific materials and tools to elaborate them. In this article, an activity is presented for the creation of digital and physical three-dimensional portraits, whose objective is that it can be carried out in secondary education centers. For this, low-cost 3D technologies will be used that do not require specific training, accessible for teachers and students. This activity has been carried out with two groups of teachers and students during the academic year 2015-2016. The results shows that this activity is feasible in a school environment and that 3D portraits can be obtained at low cost.
Computers & Graphics | 2010
Jorge Martín-Gutiérrez; Jose Luis Saorin; Manuel Contero; Mariano Alcañiz; David Pérez-López; Mario Ortega
Journal of Engineering Education | 2008
Norena Martin-Dorta; Jose Luis Saorin; Manuel Contero
Educational Technology & Society | 2011
Norena Martin-Dorta; Jose Luis Saorin; Manuel Contero