The Alexandra Institute // Application Areas // Digital learning and training

Digital learning and training

Application

Digital learning and training

Information technology can play a crucial role when using the physical environment to support learning, and it can help customise teaching material for education and training.

Examples of our services in the field of Digital learning and training:
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Training and instruction

Training and instruction

Augmented Reality
Virtual Reality
Instruction
Advanced products

How do we make it easy for industrial workers to adapt to new assembly procedures or to find out what component to replace when, for example. a pump needs to be repaired? It is a challenging task for many industrial companies and, in cooperation with a number of them, we have developed prototypes for how to use augmented reality.

 

Augmented reality (AR), which currently stands at the threshold of a big breakthrough, adds a digital layer to reality by combining data from the physical world with digital 3D graphics. In this way, the reality is extended with an extra layer of information when the employee looks at a product through a tablet, smartphone or glasses.

 

The technology has previously been used for entertainment and for research prototypes. However, augmented reality has also great potential in architecture, industry and tourist attractions. In companies it can be used for teaching, training and online support when an employee is to perform more advanced tasks.

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Evaluation

Evaluation

Profit taking
Innovative evaluation
Education

We participate as a key player along with our research partners in making a meaningful education system with focus on IT and digital learning resources. We help to create new digital learning resources, we know the context in which they are used, and we have knowledge of how teachers can use the teaching material in practice for pedagogical and didactic teaching.

 

We stand between the various actors, each of which have different motivations for introducing the technology. They are internal actors from the schools, such as school leaders, teachers and students, and external actors who are primarily local authorities, trade unions and producers. Our method is called Innovative evaluation and has focus on improving and changing the development and implementation process and thus not only on evaluation of the final result.

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Surgical simulation

Surgical simulation

Medical industry
Training

In cooperation with the clinical professor and chief surgeon, Mads Sølvsten Sørensen, we have developed a super realistic simulation of a drilling operation in the temporal bone by use of advanced 3D graphics and a force feedback pen.

 

500 colour images

In order to develop a realistic simulator, it is important to be able to reproduce the natural colours as the surgeon often takes vital decisions based on the visual impression. Therefore, Mads and his team made the data set, The Visible Ear, which is unique as regards both resolution and quality. The data set consists of more than 500 colour images that have been produced by a method called cryosection where segments (in this case the head of a deceased woman) are frozen and very thin layers are cut off and photographed after each cut.


Advanced algorithms

To use this large amount of data for real-time visualisation it has been necessary to develop advanced volume rendering algorithms, which can reproduce the shape, colour and transparency of the various anatomical parts. In addition, focus has been on being able to simulate the feeling of the drill interaction with the bone, as the tactile drilling experience is very important for the simulator’s success.

 

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Applied IT in education

Applied IT in education

Physical activity
Interaction
Primary school

The school reform has moved into the classroom as the class is moving out. That means more outdoor activities, increased physical activity - and new opportunities, more IT. But how do we deal with it? Find inspiration with us on how to incorporate physical activity in the classroom.

 

We have developed the award-winning interactive floor, WizeFloor. It is a software and hardware solution that combines learning, playing and physical activity. A projector in the ceiling projects different learning games and other activities to the floor. Users must use their bodies as a "mouse" on top of the floor surface and cooperate to solve geometry tasks, mathematical tasks, geography quizzes, word puzzles or burst "vocal" balloons in a balloon game.

 

Wizefloor provides a unique opportunity to incorporate physical activity, teamwork, communication and creativity through IT and technology in all subjects.

Jonas Bo Dahl, Rosengårdsskolen in Odense

As an example, we cooperate with primary and lower secondary schools on learning through physical activity and interaction, and with industry on training and instruction by use of augmented reality.

How do we make it easy for industrial workers to adapt to new assembly procedures or to find out what component to replace when, for example. a pump needs to be repaired? It is a challenging task for many industrial companies and, in cooperation with a number of them, we have developed prototypes for how to use augmented reality.

 

Augmented reality (AR), which currently stands at the threshold of a big breakthrough, adds a digital layer to reality by combining data from the physical world with digital 3D graphics. In this way, the reality is extended with an extra layer of information when the employee looks at a product through a tablet, smartphone or glasses.

 

The technology has previously been used for entertainment and for research prototypes. However, augmented reality has also great potential in architecture, industry and tourist attractions. In companies it can be used for teaching, training and online support when an employee is to perform more advanced tasks.

We participate as a key player along with our research partners in making a meaningful education system with focus on IT and digital learning resources. We help to create new digital learning resources, we know the context in which they are used, and we have knowledge of how teachers can use the teaching material in practice for pedagogical and didactic teaching.

 

We stand between the various actors, each of which have different motivations for introducing the technology. They are internal actors from the schools, such as school leaders, teachers and students, and external actors who are primarily local authorities, trade unions and producers. Our method is called Innovative evaluation and has focus on improving and changing the development and implementation process and thus not only on evaluation of the final result.

In cooperation with the clinical professor and chief surgeon, Mads Sølvsten Sørensen, we have developed a super realistic simulation of a drilling operation in the temporal bone by use of advanced 3D graphics and a force feedback pen.

 

500 colour images

In order to develop a realistic simulator, it is important to be able to reproduce the natural colours as the surgeon often takes vital decisions based on the visual impression. Therefore, Mads and his team made the data set, The Visible Ear, which is unique as regards both resolution and quality. The data set consists of more than 500 colour images that have been produced by a method called cryosection where segments (in this case the head of a deceased woman) are frozen and very thin layers are cut off and photographed after each cut.


Advanced algorithms

To use this large amount of data for real-time visualisation it has been necessary to develop advanced volume rendering algorithms, which can reproduce the shape, colour and transparency of the various anatomical parts. In addition, focus has been on being able to simulate the feeling of the drill interaction with the bone, as the tactile drilling experience is very important for the simulator’s success.

 

The school reform has moved into the classroom as the class is moving out. That means more outdoor activities, increased physical activity - and new opportunities, more IT. But how do we deal with it? Find inspiration with us on how to incorporate physical activity in the classroom.

 

We have developed the award-winning interactive floor, WizeFloor. It is a software and hardware solution that combines learning, playing and physical activity. A projector in the ceiling projects different learning games and other activities to the floor. Users must use their bodies as a "mouse" on top of the floor surface and cooperate to solve geometry tasks, mathematical tasks, geography quizzes, word puzzles or burst "vocal" balloons in a balloon game.

 

Wizefloor provides a unique opportunity to incorporate physical activity, teamwork, communication and creativity through IT and technology in all subjects.

Jonas Bo Dahl, Rosengårdsskolen in Odense

Cases / Training and instruction

Nedenfor kan du se udvalgte cases, som vi har løst inden for ydelset Training and instruction

Cases / Evaluation

Nedenfor kan du se udvalgte cases, som vi har løst inden for ydelset Evaluation

Cases / Surgical simulation

Nedenfor kan du se udvalgte cases, som vi har løst inden for ydelset Surgical simulation

Cases / Applied IT in education

Nedenfor kan du se udvalgte cases, som vi har løst inden for ydelset Applied IT in education

Do you fully exploit the opportunities of digitisation? Contact us. We can develop concepts and as well as software.

Contact
Area Manager, Interaction, Professor, PhD
+45 21 49 56 34
See profile
.