129 research outputs found

    When Augmented Reality Met Art: Lessons Learned from Researcher-Artist Interdisciplinary Work

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    Over the last few years, Augmented Reality (AR) technology has quickly evolved and today there is commercial software and hardware that allow the creation of AR experiences. However, it might still be cumbersome to create rich AR experiences without a deep knowledge of the technology. Artists have collaborated with IT experts during the last few years in order to enhance artistic pieces embedding AR technology, leading to the emergence of interesting collaborations between artists and engineers, computer scientists, architects, etc. The resulting works can be referred as AR Art. However, the interdisciplinary work behind these collaborations is usually not addressed. The aim of this paper is to review some of the reported AR Art work since the AR term was first coined in 1990, focusing on collaborations between different disciplines, especially during the early years, where art and technology became one. Additionally, the author reports her own experience in contributing to AR Art from an interdisciplinary perspective

    Understanding Context to Capture when Reconstructing Meaningful Spaces for Remote Instruction and Connecting in XR

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    Recent technological advances are enabling HCI researchers to explore interaction possibilities for remote XR collaboration using high-fidelity reconstructions of physical activity spaces. However, creating these reconstructions often lacks user involvement with an overt focus on capturing sensory context that does not necessarily augment an informal social experience. This work seeks to understand social context that can be important for reconstruction to enable XR applications for informal instructional scenarios. Our study involved the evaluation of an XR remote guidance prototype by 8 intergenerational groups of closely related gardeners using reconstructions of personally meaningful spaces in their gardens. Our findings contextualize physical objects and areas with various motivations related to gardening and detail perceptions of XR that might affect the use of reconstructions for remote interaction. We discuss implications for user involvement to create reconstructions that better translate real-world experience, encourage reflection, incorporate privacy considerations, and preserve shared experiences with XR as a medium for informal intergenerational activities.Comment: 26 pages, 5 figures, 4 table

    THEORY INTO PRACTICE: "DOMAIN-CENTRIC HANDHELD AUGMENTED REALITY GAME DESIGN" FOR DESIGNERS

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    Master'sMASTER OF ARTS (INDUSTRIAL DESIGN

    URBAN HISTORY IN 4 DIMENSIONS – SUPPORTING RESEARCH AND EDUCATION

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    Kesan perisian realiti berperantara berasaskan pendekatan inkuiri dalam pembelajaran sains

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    This study aims to investigate the effects of Augmented Reality (AR) software integrated with POE Inquiry based approach and Cognitive Theory of Multimedia Learning design principles toward spatial visualization ability and achievement in science. This study also investigates student interaction with the AR system and their corresponding correlations to spatial visualization ability and achievement in science. A pre-experimental one group pretest-posttest research design was employed with 34 grade 5 elementary school students as respondents, which consists of students with high spatial visualization abilities (KVST) and low spatial visualization abilities (KVSR). The findings revealed that learning through the AR software was effective to enhance students’ spatial visualization ability and achievement in science. The results of the t test analysis of students’ pre- and posttest scores on both tests demonstrate significant improvements in their mental rotation test (t = 19.795, p < 0.05) and achievement in science (t = 24.801, p < 0.05). Moreover, the findings also suggest that there exists a significant difference between the KVST and KVSR groups in terms of spatial visualization ability (t = 6.592, p < 0.05) and achievement in science (t = 2.419, p < 0.05), before and after the treatment session. The results of the content analysis towards student interaction with the AR software demonstrates that turning the AR markers, inspecting the AR elements and commenting on the AR elements are recorded the highest number of interactions compared to others. Results from a Spearman correlation analysis show that there are nine interactions that have significant correlations with spatial visualization ability and achievement in science among the KVST and KVSR students, with the correlation direction of each relationship is positive. Finally, a framework for KVST and KVSR students in learning through the AR software was developed through data mining analysis using a decision tree technique. This framework recommends a series of guidelines that can further enhance students’ spatial visualization ability and achievement in science through the application of AR in learning

    Usability framework for mobile augmented reality language learning

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    After several decades since its introduction, the existing ISO9241-11 usability framework is still vastly used in Mobile Augmented Reality (MAR) language learning. The existing framework is generic and can be applied to diverse emerging technologies such as electronic and mobile learning. However, technologies like MAR have interaction properties that are significantly unique and require different usability processes. Hence, implementing the existing framework on MAR can lead to non-optimized, inefficient, and ineffective outcomes. Furthermore, state-of-the-art analysis models such as machine learning are not apparent in MAR usability studies, despite evidence of positive outcomes in other learning technologies. In recent MAR learning studies, machine learning benefits such as problem identification and prioritization were non-existent. These setbacks could slow down the advancement of MAR language learning, which mainly aims to improve language proficiency among MAR users, especially in English communication. Therefore, this research proposed the Usability Framework for MAR (UFMAR) that addressed the currently identified research problems and gaps in language learning. UFMAR introduced an improved data collection method called Individual Interaction Clustering-based Usability Measuring Instrument (IICUMI), followed by a machine learning-driven analysis model called Clustering-based Usability Prioritization Analysis (CUPA) and a prioritization quantifier called Usability Clustering Prioritization Model (UCPM). UFMAR showed empirical evidence of significantly improving usability in MAR, capitalizing on its unique interaction properties. UFMAR enhanced the existing framework with new abilities to systematically identify and prioritize MAR usability issues. Through the experimental results of UFMAR, it was found that the IICUMI method was 50% more effective, while CUPA and UCPM were 57% more effective than the existing framework. The outcome through UFMAR also produced 86% accuracy in analysis results and was 79% more efficient in framework implementation. UFMAR was validated through three cycles of the experimental processes, with triangulation through expert reviews, to be proven as a fitting framework for MAR language learning

    Merging Augmented Reality with Television Shows to Enhance the Viewer Experience

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    Nowadays, television no longer has the same effect on viewers as it had decades ago. The “traditional” television has been losing audience over the years in favor of new technologies. The time that was formerly spent watching televi-sion, was replaced by smartphones and tablets, where the viewer has the oppor-tunity to interact with the content that is provided to him, receiving stimuli that television cannot offer on its own. More and more people are looking for new ways to socialize and interact outside the space they are confined to, in order to discuss certain topics and watch videos, or images published by others. This makes the concept of watching television, just for the pleasure of watching, an old-fashioned concept that needs to be adapted to the modern times. This thesis aims to introduce innovative concepts of interactivity in television contexts, and to achieve it, we will explore the possibility of integrating augmented reality (AR) concepts with television shows to enhance the viewer experience. By using AR, we can view objects and information that otherwise would not be possible, simply because they do not exist in our reality or the original movie. This technology is earning an important role in our day-to-day activities, namely in the entertain-ment area. Our goal is to allow viewers to watch and interact with TV shows through a mobile device and use AR elements to present important information and amusing effects by overlaying the video content. With this approach, we hope to introduce a new way of interacting with TV shows so that we can meet the expectations of a new generation of audiences. Taking into account the results we had, this concept can be considered a success and can possibly be one of the next steps in TV show user interaction
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