30 research outputs found

    Conceptual model of mobile augmented reality for cultural heritage site towards enjoyable informal learning (Marchsteil)

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    A mobile augmented reality (AR) is one of the emerging technologies that may provide interactive content to tourists at cultural heritage sites. Past studies show enjoyable informal learning experience is highly needed for tourists to broaden knowledge for tourists. Although many mobile AR applications have been developed to expose cultural heritage site information, they are still lacking in providing such experience due to lack of comprehensive models which taking into consideration the elements of enjoyable informal learning experience in the development of such applications. Therefore, this study proposes a comprehensive conceptual model of mobile AR where it considers the components of enjoyable informal learning experience at cultural heritage site. This study followed design science research methodology. The proposed conceptual model is reviewed and validated through expert review and focus group discussion The review was analysed based on frequency of the responses on each component. As a proof-of-concept, the prototype (named as AR@Melaka) was developed and then evaluated on its enjoyable informal learning aspects to 200 tourists of a renowned cultural heritage site. From user perspective, it is proven that AR@Melaka provides enjoyable informal learning. In conclusion, these findings proved that the conceptual model is useful for assisting tourists in learning at cultural heritage site in an enjoyable way. This study contributes a conceptual model to serve as guidelines for developing a mobile augmented reality that considers an enjoyable informal learning component

    Visual Enhancement for Sports Entertainment by Vision-Based Augmented Reality

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    This paper presents visually enhanced sports entertainment applications: AR Baseball Presentation System and Interactive AR Bowling System. We utilize vision-based augmented reality for getting immersive feeling. First application is an observation system of a virtual baseball game on the tabletop. 3D virtual players are playing a game on a real baseball field model, so that users can observe the game from favorite view points through a handheld monitor with a web camera. Second application is a bowling system which allows users to roll a real ball down a real bowling lane model on the tabletop and knock down virtual pins. The users watch the virtual pins through the monitor. The lane and the ball are also tracked by vision-based tracking. In those applications, we utilize multiple 2D markers distributed at arbitrary positions and directions. Even though the geometrical relationship among the markers is unknown, we can track the camera in very wide area

    Current challenges and future research directions in augmented reality for education

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    The progression and adoption of innovative learning methodologies signify that a respective part of society is open to new technologies and ideas and thus is advancing. The latest innovation in teaching is the use of Augmented Reality (AR). Applications using this technology have been deployed successfully in STEM (Science, Technology, Engineering, and Mathematics) education for delivering the practical and creative parts of teaching. Since AR technology already has a large volume of published studies about education that reports advantages, limitations, effectiveness, and challenges, classifying these projects will allow for a review of the success in the different educational settings and discover current challenges and future research areas. Due to COVID-19, the landscape of technology-enhanced learning has shifted more toward blended learning, personalized learning spaces and user-centered approach with safety measures. The main findings of this paper include a review of the current literature, investigating the challenges, identifying future research areas, and finally, reporting on the development of two case studies that can highlight the first steps needed to address these research areas. The result of this research ultimately details the research gap required to facilitate real-time touchless hand interaction, kinesthetic learning, and machine learning agents with a remote learning pedagogy

    Augmented Reality to Facilitate Learning of the Acoustic Guitar

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    [Abstract] Many people wishing to learn a musical instrument opt to learn using alternative or informal methods instead of the traditional Master–Apprentice model that requires a greater cognitive load. This paper presents an augmented reality (AR)-based application designed to teach and train guitar chords, with the novelty that it is also used to teach short melodies consisting of four chord transitions so that users have to change hand and finger positions. The app uses high-quality 3D models of an acoustic guitar and animated hand to indicate correct finger positions and the movements required when changing from one chord to another. To follow the animated instructions, the learner overlaps the 3D model onto the neck of the physical guitar and his or her own hand. A system usability scale (SUS) questionnaire was used to measure the usability of the application. A score of 82.0 was obtained, which is higher than the average of 68 points that indicates the application is good from a user experience perspective, thus satisfying the purpose for which it was created. Having analysed the data for both groups—individuals with no prior experience of playing a musical instrument versus individuals with prior experience—it was concluded that the application provided a useful learning approach for all participants involved in the study, regardless of experience. That said, those possessing prior experience of playing an instrument learnt faster. It should be noted that the research revealed significant difference in learning by gender, with male participants learning faster than female participants. Similar results have been detected in other research performed in the field of music, as well as in other fields. As this study required spatial reasoning when viewing the 3D model, the differences identified this case may well have arisen as a consequence of differences in men and women’s spatial awareness, thereby leaving open an alternative line of research

    Agrandissement d'un écran mobile par réalité augmentée

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    Les récentes et importantes avancées dans la recherche et en industrie promettent à la réalité augmentée (RA) de s’intégrer profondément dans nos vies personnelles et professionnelles, malgré des limites technologiques encore existantes, pour augmenter nos perceptions du réel et les interactions avec nos environnements. Nous proposons d’utiliser la RA pour étendre l’écran d’un téléphone, au-delà de ses limites physiques, avec un écran virtuel coplanaire, synchronisé et suivant ses mouvements, créant la perception d’un unique grand écran étendu tenu en main. Nous appelons cette extension Virtuality Extended Screen-Aligned Display (VESAD). Nous décrivons les modes de vues possibles avec cette affichage : vue multi-fenêtres, supportant du multi-tâche, et vue étendue, où une application utilise tout l’écran étendu. Nous présentons aussi deux nouvelles techniques d’interaction : wrist, où l’utilisateur fait une rotation rapide du poignet pour substituer l’affichage avec un autre, et slide-to-hang pour détacher l’écran étendu en une fenêtre virtuelle séparée du téléphone. Nous décrivons ensuite la conception de notre propre visiocasque de RA à large champ de vision (100°×98° pour chaque oeil), permettant de voir complètement l’écran étendu, ainsi que le développement de notre bibliothèque libre de RA ArucoUnity, qui porte sur le moteur 3D Unity les fonctions de suivi de marqueurs et de calibration de caméra de la bibliothèque libre de vision par ordinateur OpenCV. Nous menons ensuite une étude expérimentale pour évaluer, d’une part, les avantages d’un téléphone à écran étendu par rapport à un téléphone non étendu et, d’autre part, pour comparer l’utilisation de l’écran tactile à des interactions avec la main sur l’écran virtuel. Nous répliquons une tâche de classement issue de la littérature sur les affichages muraux, impliquant de la navigation et des sélections. Nos résultats indiquent que la combinaison du téléphone à écran étendu avec les interactions tactiles s’est montrée la plus rapide, en particulier quand la tâche était maîtrisée des participants, et la plus performante en termes de navigation. Elle a également été préférée des participants. Néanmoins, plusieurs participants ont vu plus de potentiel dans les interactions avec la main virtuelle avec l’écran étendu. Nous donnons enfin des recommandations d’implémentation, de conception d’interface et de techniques d’interaction pour un VESAD

    Entornos multimedia de realidad aumentada en el campo del arte

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    La relación ente Ciencia y Arte ha mantenido a lo largo de la historia momentos de proximidad o distanciamiento, llegando a entenderse como dos culturas diferentes, pero también se han producido situaciones interdisciplinares de colaboración e intercambio que en nuestros días mantienen como nexo común la cultura digital y el uso del ordenador. Según Berenguer (2002) desde la aparición del ordenador, científicos y artistas están encontrando un espacio común de trabajo y entendimiento. Mediante el empleo de las nuevas tecnologías, la distancia que separa ambas disciplinas es cada vez más corta. En esta tesis, cuyo título es "Entornos Multimedia de Realidad Aumentada en el Campo del Arte", se presenta una investigación teórico-práctica de la tecnología de realidad aumentada aplicada al arte y campos afines, como el edutainment (educación + entretenimiento). La investigación se ha realizado en dos bloques: en el primer bloque se trata la tecnología desde distintos factores que se han considerado relevantes para su entendimiento y funcionamiento; en el segundo se presentan un total de seis ensayos que constituyen la parte práctica de esta tesis.Portalés Ricart, C. (2008). Entornos multimedia de realidad aumentada en el campo del arte [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/3402Palanci
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