Clase 7 Inteligencia Artificial en la Educación

Clase 7 Inteligencia Artificial en la Educación

Introduction to Augmented Reality and AI in Education

Overview of the Class

  • The instructor welcomes participants and introduces the topic of augmented reality (AR) and artificial intelligence (AI) related to avatar creation. This session is part of a 40-hour course on AI in education.
  • Today’s class will include a demonstration of AR capabilities, followed by hands-on activities using specific applications. The focus is on practical application rather than theoretical concepts.

Application Setup

  • Participants are instructed to install an app called "Sapar" from the Play Store, which will be used for scanning QR codes necessary for accessing AR content.
  • The instructor emphasizes that any camera or browser can be used to scan the QR code provided during the session, ensuring accessibility for all participants.

Engaging with Augmented Reality

Scanning and Interaction

  • After scanning the QR code, participants should see text related to "the digestive system" appear on their screens, indicating successful engagement with AR content. Feedback from participants is encouraged throughout this process.
  • As users interact with the AR content, they can navigate through various images and videos about human anatomy, enhancing their learning experience through visual aids. The instructor highlights how these elements move in response to camera positioning, creating an immersive experience.

Avatar Creation

  • A notable feature demonstrated includes generating avatars that resemble users; this aspect showcases how personal interaction can enhance educational tools through technology like AR. Participants are asked if they successfully scanned and interacted with the content presented on screen.

Practical Applications of Augmented Reality

Educational Benefits

  • The instructor discusses potential uses for AR in education, such as virtual dissections or exploring geographical features without needing physical resources like globes or models—making learning more interactive and accessible for students who may lack traditional materials.

Understanding Projections in Technical Drawing

The Role of Projections

  • Projections are essential in technical drawing and mathematics, allowing for various perspectives such as front, top, left, or right views.
  • The creativity involved in using projections is limited only by one's imagination.

Creating Augmented Reality Tools

  • Participants are encouraged to utilize tools creatively in their classes without hesitation.
  • A foundational canvas will be created where additional elements can be added to enhance the learning experience.

Cost Considerations for Augmented Reality Applications

Pricing of AR Applications

  • Many augmented reality applications are expensive; for example, Subwords costs around $60 monthly compared to Zoom's $15.
  • While some may find the cost high, the functionality offered by these AR applications justifies the price for many users.

Free Trial Opportunities

  • Users can take advantage of a 13-day free trial to create content that can be used later in class.
  • If the trial period expires, users might need to explore alternative methods to continue utilizing the application.

Getting Started with SAP Works

Account Creation Process

  • Participants are guided to access SAP Works and create an account via a shared link.
  • Options available include starting a free trial or logging in with existing credentials.

Navigating the Interface

  • After logging in, users may encounter language barriers but can use translation features if needed.
  • It's noted that while translations may not always be accurate, they can still assist users navigating through the interface.

Engaging Topics for Augmented Reality Projects

Topic Suggestions and Collaboration

  • Participants discuss potential topics for augmented reality projects; suggestions include vector navigation and physical education themes.

Creating a Project with Augmented Reality

Introduction to Project Themes

  • The discussion begins with the suggestion of various themes for projects, including physical education and biology. The speaker mentions that while some topics may be more complex, they can still be effectively utilized.

Selecting Images for the Project

  • A specific example is given where the system circulatory is chosen as a project theme. This highlights the importance of selecting relevant images that align with the chosen topic.

Addressing Technical Issues

  • Camila encounters an authentication error while trying to log in. The speaker suggests using a different email address or checking their own login credentials as potential solutions.

Setting Up the Project Environment

  • Instructions are provided on how to download an image to use as a base for the project. The speaker emphasizes organizing files by creating a folder named "realidad aumentada" (augmented reality).

Creating and Naming New Projects

  • The process of creating a new project is outlined, including naming it after the selected theme (system circulatory). A QR code is generated for further integration into the project.

Downloading and Organizing Assets

  • The QR code is downloaded in PNG format, and both this code and the base image are organized within designated folders for easy access during project development.

Combining Images Using Paint

  • Techniques for combining images using Paint are discussed. The speaker demonstrates how to copy and paste elements from one image onto another, specifically integrating the QR code into the base image.

Alternative Methods: PowerPoint Integration

  • An alternative method using PowerPoint is introduced. This allows users who may have difficulties with Paint to create their images effectively within PowerPoint's interface.

Finalizing Image Composition

  • Steps are provided on how to group images in PowerPoint, allowing them to be saved as a single file. This includes adjusting sizes and ensuring proper alignment before saving.

Uploading Final Image

Introduction to Image Editing and Design

Initial Setup

  • The speaker successfully loads the initial part of the project and prepares to move on to the design phase, indicating readiness to edit images as needed.

Exploring Design Options

  • The concept of "Word tracking" is introduced, allowing for a 360-degree view of solid objects, referencing a previous avatar example that showcased this feature.

Solid vs. Flat Images

  • A distinction is made between projecting solid bodies (like a lion figure) versus flat images; recommendations are provided based on the type of image being used.

Scene Creation

  • The speaker decides to use a flat image for demonstration purposes, emphasizing the importance of scene creation akin to PowerPoint slides.

Image Selection and Downloading

Selecting Images

  • Various images related to the circulatory system are considered for upload; users are encouraged to find any suitable images for their projects.

Downloading Process

  • Instructions are given on how to download images using right-click options, ensuring participants can save necessary visuals effectively.

Finalizing Image Selection

GIF Limitations

  • The speaker notes that GIF files with movement cannot be used in this context; instead, video uploads would be required if motion is desired.

Organizing Images

  • All selected images are organized into a folder for easy access during presentation preparation.

Uploading Target Images

Uploading Process

  • Users have flexibility in choosing either curved or flat images for their projects; starting with flat images is recommended for ease of use.

Manipulating Uploaded Images

Adjusting Image Position and Size

  • Once an image is uploaded, it can be moved around within the workspace. Users can adjust size using mouse controls effectively.

Adding Interactive Elements

  • Users can add buttons linked to functions such as transitioning between slides or adding text elements within their scenes.

Enhancing Scenes with Multimedia

Incorporating Videos and 3D Objects

  • Participants learn they can include videos and 3D objects in their presentations, enhancing interactivity and engagement with viewers.

Creating Avatars with AI

  • An introduction is made regarding using artificial intelligence tools like Applex for creating personalized avatars at the end of the session.

Text Integration in Designs

Adding Text Elements

  • Instructions on how to add text by dragging it into scenes are provided; editing capabilities allow customization according to user preferences.

Scaling Objects

How to Manipulate Text and Images in a 3D Environment

Adjusting Text Size and Position

  • The speaker discusses resizing text using a central control point, noting limitations on increasing font size without additional tools.
  • A feature allows the user to manipulate the depth of text, demonstrating how to pull the word "bienvenidos" forward from its original position.
  • The effect of moving text forward creates a three-dimensional appearance, with options to adjust depth backward as well.
  • Controls are available for vertical and horizontal adjustments, allowing precise positioning relative to other elements on the screen.

Creating Interactive Buttons

  • The speaker introduces adding buttons with specific labels (e.g., "next") and demonstrates resizing them for better visibility.
  • After adjusting button size, the speaker emphasizes that functionality can be assigned to buttons through an interface on the right side of the screen.
  • Users can customize button appearance by selecting colors; this is crucial for visual appeal in presentations or applications.

Assigning Actions to Buttons

  • The discussion shifts towards defining behaviors for buttons, such as linking them to different scenes or triggering multimedia actions like video playback.
  • Options include navigating between scenes or playing sounds; however, limitations arise if no additional scenes are created initially.

Scene Management

  • To demonstrate scene transitions effectively, another scene is created featuring images. This showcases versatility in content presentation.
  • The speaker explains how multiple scenes can be managed within the application, emphasizing organization for complex projects.

Adding Visual Elements

  • In Scene 2, users are encouraged to add images from their files. This step enhances visual engagement within presentations.
  • Multiple images can be uploaded simultaneously; this efficiency aids in creating rich content quickly.
  • Once an image is selected, further adjustments can be made regarding its size and depth placement within the scene.

Enhancing Audio Experience

Creating Interactive Scenes with Multimedia Elements

Introduction to Scene Editing

  • The speaker discusses the ability to publish and edit scenes, emphasizing the importance of saving progress to avoid losing work.
  • Mention of adding audio and video elements into the scenes, showcasing flexibility in multimedia integration.

Button Functionality and Navigation

  • A button labeled "next" is created for navigation between scenes, highlighting user interface design considerations such as color and placement.
  • The speaker explains how to link buttons to specific scenes, demonstrating practical application of interactive elements in scene transitions.

Image Selection and Customization

  • Discussion on selecting 3D images for enhanced visual appeal; acknowledges limitations due to version restrictions but encourages creativity within those bounds.
  • The process of choosing a specific image (Earth), illustrating decision-making in visual content selection.

Error Handling and Adjustments

  • An error occurs when selecting an inappropriate image type; the speaker emphasizes learning from mistakes by replacing it with a suitable option.
  • Demonstrates resizing and repositioning images effectively within the scene layout for better aesthetics.

Finalizing Scenes and Adding Text

  • Transitioning to another scene while ensuring continuity; highlights the importance of maintaining narrative flow through visuals.
  • Concludes a scene with a message or phrase, reinforcing engagement through text that summarizes user experience ("Thank you").

Avatar Creation Process

  • Introduces avatar creation as an additional feature, explaining how users can personalize their experience using mobile technology.
  • Describes scanning a code for avatar setup, indicating integration of real-world actions into digital environments.

Creating Avatars with AI

Introduction to Avatar Creation

  • The discussion begins with considerations on avatar customization, including options for headgear and hairstyle preferences.
  • Participants express their choices regarding clothing styles, indicating a preference for formal attire in the avatar's design.

Technical Process of Avatar Design

  • The speaker acknowledges a delay in the session but emphasizes the importance of learning how to create avatars using artificial intelligence that replicates facial features.
  • Demonstration of uploading a 3D image and adjusting the avatar's size and pose is presented, showcasing user interaction with the software.

Finalizing and Publishing the Avatar

  • A button is added to navigate to the final scene of the project, highlighting essential steps in completing the avatar creation process.
  • The speaker explains that only an initial image is required for this process, which can be created using basic tools like Paint or PowerPoint.

Interaction and User Experience

  • Instructions are given on how users can scan a QR code with their mobile devices to view their created avatars interactively.
  • Users are guided through scanning processes and interacting with their avatars via mobile applications.

Feedback from Participants

  • Participants share positive feedback about the innovative nature of creating avatars, expressing appreciation for learning opportunities provided by instructors.

Class Wrap-Up and Next Session Overview

Summary of Current Class

  • The instructor expresses gratitude to the participants, indicating hope that the class on augmented reality was beneficial.
  • Emphasis is placed on the importance of student engagement in future classes, suggesting a collaborative learning environment.

Upcoming Class Details

  • The next session will focus on virtual reality, scheduled for Saturday.
  • Participants will have avatars and will interact within a virtual world, enhancing the immersive experience.
Video description

Hoy vimos lo que es y cómo usar realidad aumentada en nuestras clases. Puedes unirte a nuestra comunidad docente de TELEGRAM: https://t.me/superprofesEC Espero que les guste y vayamos juntos descubriendo y sacando lo mejor de esta tecnología.