25,671 research outputs found

    Designing Mobile Augmented Reality interfaces for locative games and playful experiences

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    Mobile Augmented Reality (MAR) has predominantly been used in locative games and playful experiences for the presentation on virtual game objects in conjunction with separate 2-D maps for navigation. This distinct switch in interaction modalities can detract from the game play experience and will arguably be less relevant for AR glasses. Therefore this research considers the application techniques from graphic design to MAR interfaces to provide an effective means of navigation through a physical game space without maps. To illustrate this approach we present a MAR application that provides a playful way for visitors to explore a small rural village in both space and time in relation to its main cultural event, the annual Scarecrow Festival. In particular we present the considerations that designers must address when creating purely augmented reality navigation interfaces through the design, implementation, and user evaluation of the application scARecrow Time Machine

    An augmented reality learning toolkit for fostering spatial ability in mathematics lesson: Design and development

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    Previous research claimed that integration of augmented reality on educational settings helps to improve academic achievement of students in collaborative learning environments, as well as to improve their retention and ability to translate this within other environments. Since augmented reality is still considered relatively novel technology in educational fields, there is an inherent need for research-based guides to design effective and feasible augmented reality tools for school-based learning. The main aim of this study was therefore to design and develop an augmented reality learning toolkit to foster spatial ability in middle school students using mobile devices. The study was conducted in two parts, as preliminary research and a prototyping phase. The findings guided the characteristics for designing an augmented reality learning toolkit with a set of spatial tasks aimed at middle school students. In light of the results, it can be inferred that the students were able to use this designed toolkit to perform their spatial ability through given spatial tasks since the students encountered no technical difficulties with the final toolkit prototype, and that they were able to use the toolkit assuredly. In conclusion, the study showed that augmented reality seemed helpful in enhancing the usage of mobile devices, not just for the reading of books, communication or playing games, but also as a support mechanism for the learning of mathematics. Thus, the augmented reality toolkit developed in this study presents a new way for students and/or teachers to use mobile devices in the learning and teaching of mathematics

    Location-based technologies for learning

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    Emerging technologies for learning report - Article exploring location based technologies and their potential for educatio

    Paper Gaming: Creating IoT Paper Interactions with Conductive Inks and Web-connectivity through EKKO

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    Paper is ubiquitous. It forms a substantial part of our everyday activities and interactions; ranging from our take-away coffee cups -- to wallpaper -- to rail tickets -- to board and card games. Imagine if you could connect paper to the Internet, interact and update it with additional data but without recourse to reprinting or using e-ink alternatives. This paper explores work examining conductive inks and web-connectivity of printed objects, which form part of an emergent sub-field within the Internet of Things (IoT) and paper. Our research is starting to explore a range of media uses, such as interactive newspapers, books, beer mats and now gaming environments through prototype IoT device named EKKO; a clip that allows conductive ink frameworks to detect human touch interaction revealing rich media content through a mobile application as the 'second screen'

    Extended Reality (XR) Hardware: One Size Doesn’t Fit All, Yet.

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    Extended Reality (XR) encompasses virtual reality (VR), augmented reality (AR), and mixed reality (MR). Virtual content continues to be incorporated into our real world as more devices become available to support it. It has been accepted into the entertainment space (games like Beat Saber and PokĂ©mon GO), social media apps (SnapChat and TikTok filters), training, and education. Soon everyone will be able to put on a headset or pick up a phone and see virtual holograms in action. But, is XR built inclusively, for everyone? Inclusive design has been defined as, designing a diversity of ways for users to participate so that everyone has a sense of belonging” (Holmes, 2018). We evaluated the inclusivity of popular XR devices: head-mounted displays, smart glasses, and mobile devices – both the physical design and user interaction methods. Results demonstrate that the devices have room for improvement to be fully inclusive

    Mobile learning: benefits of augmented reality in geometry teaching

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    As a consequence of the technological advances and the widespread use of mobile devices to access information and communication in the last decades, mobile learning has become a spontaneous learning model, providing a more flexible and collaborative technology-based learning. Thus, mobile technologies can create new opportunities for enhancing the pupils’ learning experiences. This paper presents the development of a game to assist teaching and learning, aiming to help students acquire knowledge in the field of geometry. The game was intended to develop the following competences in primary school learners (8-10 years): a better visualization of geometric objects on a plane and in space; understanding of the properties of geometric solids; and familiarization with the vocabulary of geometry. Findings show that by using the game, students have improved around 35% the hits of correct responses to the classification and differentiation between edge, vertex and face in 3D solids.This research was supported by the Arts and Humanities Research Council Design Star CDT (AH/L503770/1), the Portuguese Foundation for Science and Technology (FCT) projects LARSyS (UID/EEA/50009/2013) and CIAC-Research Centre for Arts and Communication.info:eu-repo/semantics/publishedVersio

    Custom-designed motion-based games for older adults: a review of literature in human-computer interaction

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    Many older adults, particularly persons living in senior residences and care homes, lead sedentary lifestyles, which reduces their life expectancy. Motion-based video games encourage physical activity and might be an opportunity for these adults to remain active and engaged; however, research efforts in the field have frequently focused on younger audiences and little is known about the requirements and benefits of motion-based games for elderly players. In this paper, we present an overview of motion-based video games and other interactive technologies for older adults. First, we summarize existing approaches towards the definition of motion-based video games – often referred to as exergames – and suggest a categorization of motion-based applications into active video games, exergames, and augmented sports. Second, we use this scheme to classify case studies addressing design efforts particularly directed towards older adults. Third, we analyze these case studies with a focus on potential target audiences, benefits, challenges in their deployment, and future design opportunities to investigate whether motion-based video games can be applied to encourage physical activity among older adults. In this context, special attention is paid to evaluation routines and their implications regarding the deployment of such games in the daily lives of older adults. The results show that many case studies examine isolated aspects of motion-based game design for older adults, and despite the broad range of issues in motion-based interaction for older adults covered by the sum of all research projects, there appears to be a disconnect between laboratory-based research and the deployment of motion-based video games in the daily lives of senior citizens. Our literature review suggests that despite research results suggesting various benefits of motion-based play for older adults, most work in the field of game design for senior citizens has focused on the implementation of accessible user interfaces, and that little is known about the long-term deployment of video games for this audience, which is a crucial step if these games are to be implemented in activity programs of senior residences, care homes, or in therapy

    Education in the Wild: Contextual and Location-Based Mobile Learning in Action. A Report from the STELLAR Alpine Rendez-Vous Workshop Series

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