The Augmented Reality Sandbox As A Tool For The Education of Hydrology To Civil Engineering Students
The Augmented Reality Sandbox As A Tool For The Education of Hydrology To Civil Engineering Students
The Augmented Reality Sandbox As A Tool For The Education of Hydrology To Civil Engineering Students
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Eleni Fotopoulou
Aristotle University of Thessaloniki
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ABSTRACT
1 INTRODUCTION
The introduction of new technologies is very important nowadays in all levels of education,
from kinder-garden to university. Children of all ages are so acquainted with computers that
they are more acceptive and adaptive to educational procedures based on new technologies.
Augmented Reality (AR) devices have already infiltrated and altered traditional educational
practices and appear to have a vast field of applications in several sectors. According to
Milgram et al [1] the virtuality continuum is a continuous scale ranging between the completely
virtual and the completely real. The reality–virtuality continuum therefore encompasses all
possible variations and compositions of real and virtual objects. The area between the two
extremes, where both the real and the virtual are mixed, is called mixed reality. This in turn is
said to consist of both augmented reality, where the virtual augments the real, and augmented
virtuality, where the real augments the virtual.
The field of education of engineers, and more specifically Civil Engineers, provides a very
good field of application of this reality-virtuality continuum. The object of studies of Civil
Engineers lies between the analysis of natural phenomena and the development of technical
structures, with both lying on the real environment edge of the reality-virtuality continuum. At
the same time, the development of computers during the past decades shifted the object of
studies to computer-based simulation models, reaching the other end of the continuum, that of
the virtual environment.
The representation of natural phenomena and technical structures with computer-based
simulation models extends to all; fields of study of Civil Engineers. The field of Hydrology is
simulated for example with the Hydrologic Engineering Center - HEC series of models [2]. One
of the most wide-spread model for the simulation of groundwater aquifers is MODFLOW [3].
A series of Civil Engineering constructions are simulated with the finite-element software
ANSYS [4]. And this is just an indicative, and of course non-exhaustive, list of simulation
software used in the education and professional practice of Civil Engineers.
This approach, leaves a significant field of development for applications within the so-called
Mixed Reality space in the Reality-Virtuality continuum. As very emphatically stated by Bower
et al. [5], “Augmented Reality is poised to profoundly transform education as we know it. The
capacity to overlay rich media onto the real world for viewing through web-enabled devices
such as phones and tablet devices means that information can be made available to students at
the exact time and place of need. This has the potential to reduce cognitive overload by
providing students with “perfectly situated scaffolding”, as well as enable learning in a range
of other ways.”
One of these Augmented Reality applications attracting the interest of Engineers, is the A.R
Sandbox. More details about the A.R Sandbox will be presented in the following paragraphs.
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Nicolaos Theodossiou, Diamantis Karakatsanis and Eleni Fotopoulou
Raw depth frames arrive from the Kinect camera at 30 frames per second and are fed into a
statistical evaluation filter with a fixed configurable per-pixel buffer size. The resulting
topographic surface is then rendered from the point of view of the data projector suspended
above the sandbox, with the effect that the projected topography exactly matches the real sand
topography. The software uses a combination of several GLSL shaders to color the surface by
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Nicolaos Theodossiou, Diamantis Karakatsanis and Eleni Fotopoulou
elevation using customizable color maps, and to add real-time topographic contour lines [7].
At the same time, a water flow simulation based on the Saint-Venant set of shallow water
equations, which are a depth-integrated version of the set of Navier-Stokes equations governing
fluid flow, is run in the background using another set of GLSL shaders. The simulation is an
explicit second-order accurate time evolution of the hyperbolic system of partial differential
equations, using the virtual sand surface as boundary conditions. The simulation is run such
that the water flows exactly at real speed assuming a pre-defined 1:100 scale factor [7].
The software that performs all these tasks is available for free download from the developers
at UC Davis [8].
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Nicolaos Theodossiou, Diamantis Karakatsanis and Eleni Fotopoulou
3.4 Evapotranspiration
In the same way as above, a button introduces evapotranspiration, reducing the amount of
rainfall that actually outflows along the slopes of the watershed.
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Nicolaos Theodossiou, Diamantis Karakatsanis and Eleni Fotopoulou
Then the AR Sandbox’s software solving the Saint-Venant set of shallow water equations,
which are a depth-integrated version of the set of Navier-Stokes equations governing fluid flow,
represents the flow of water. The students can actually see water flowing along the slopes of
the watershed and across the riverbed. When the amount of water exceeds a certain level, then
flooding occurs.
Students can also introduce flood-preventing measures, like small dams, or water deviations,
to investigate their impact and usefulness.
By adjusting the water level value, students can also simulate the effects of sea water rise
due, for example, to the impacts of climate changes.
Future plans include, the connection of the AR Sandbox to on-line meteorological stations
operated and managed by our department, in order to make rainfall simulation more realistic.
Also, an even denser discretization of the scanned by Kinect, area will result in more detailed
representation of the watershed’s characteristics. The only problem with this option is that,
denser discretization will result in more complex systems and may cause a delay between
changes made in the sand and their projection by the device.
The final intervention made to the Sandbox, is the three-dimensional analysis of the
topographic map, its suitable transformation and its projection through the Virtual Reality
glasses. The whole procedure is uploaded to a cloud server and it can be downloaded and used
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Nicolaos Theodossiou, Diamantis Karakatsanis and Eleni Fotopoulou
simultaneously by students located all over the world. This was already successfully tested with
university students located in another country. The only problem is that due to this time-
consuming procedure, the response was not immediate, but it took a few minutes from the
moment the users of the AR Sandbox made some changes to the moment these changes were
viewed by the VR glasses users.
The result was that students located far away from the AR Sandbox could “see” the
watershed and virtually move around it viewing all the characteristics of the landscape.
5 CONCLUSIONS
The introduction of new technologies is definitely the future of education. In order to attract
the attention of students of all ages, teachers need to improve and modernize their practices
taking advantage of the opportunities arising from the development of new technologies. In
between the actual experiments, characterized as real environment and their simulation models,
characterized as virtual environment, lies the space where actual intervention of users is
combined with the virtual environment. This space is known as augmented reality. The
profession of Civil Engineering is a typical example of parallel applications of experiments and
simulation models. This is why, augmented reality systems have a very wide field of
applications in Civil Engineering.
In this paper the Augmented Reality Sandbox developed under the original instructions of
UC Davis but improved and extended by members of the Aristotle University of Thessaloniki,
is adjusted to the educational and research needs of the scientific field of Hydrology for Civil
Engineers. The results, but also the comments and reactions of the students who had the
opportunity to use the device during their Hydrology classes, indicate the opportunities that
arise from future implementation of augmented reality technologies in higher education study
programs.
6 AKNOWLEDGMENT
The original A.R. Sandbox was the result of a National Science Foundation funded project
under Grant No. DRL 1114663 on informal science education for freshwater lake and watershed
science developed by the UC Davis’ W.M. Keck Center for Active Visualization in the Earth
Sciences (KeckCAVES), together with the UC Davis Tahoe Environmental Research Center,
Lawrence Hall of Science, and ECHO Lake Aquarium and Science Center.
The AR Sandbox of the Aristotle University of Thessaloniki was developed with co-funding
by the Erasmus+ Program of the European Union, «Educational Lab – Big Machine –
ElBigMAC».
REFERENCES
[1] Milgram, Paul, H. Takemura, A. Utsumi, F. Kishino, "Augmented Reality: A class of
displays on the reality-virtuality continuum", Proceedings of Telemanipulator and
Telepresence Technologies, 1994, pp. 2351–34.
[2] United States Corps of Engineers, Hydrologic Engineering Center (HEC),
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Nicolaos Theodossiou, Diamantis Karakatsanis and Eleni Fotopoulou