5,636 research outputs found

    Molecular Modeling with Augmented Reality (MMAR): An Educational Web System for the Learning of Molecular Structures

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    Learning about molecular structures often becomes abstruse, due to its complex compositions, being aggravated by the restricted interactivity provided by the software commonly used. This difficulty can also be attached to the fact that most of the students do not present the necessary knowledge to work with biomolecular systems, affecting also the motivation in the object of study. In this context, the objective of this work is to analyze the influences related to interactivity, usability and motivation, provided by a web system called MMAR (Molecular Modeling with Augmented Reality), designed to support the learning of three-dimensional (3D) molecular structures. The system was applied to twenty-five students in the Chemistry discipline, from a technical course in a public school from basic education in Brazil. The results show that it was possible to assist students in the gain of knowledge, while simultaneously allowing them to enjoy themselves, providing unconventional learning, by increasing attractiveness, curiosity, attention, enthusiasm and relevance of such a complex subject in Chemistry

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    A Portable Augmented Reality Science Laboratory

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    Augmented Reality (AR) is a technology which overlays virtual objects on the real world; generates three-dimensional (3D) virtual objects and provides an interactive interface which people can work in the real world and interact with 3D virtual objects at the same time. AR has the potential to engage and motivate learners to explore material from a variety of differing perspective, and has been shown to be particularly useful for teaching subject matter that students could not possibly experience first hand in the real world. This report provides a conceptual framework of a simulated augmented reality lab which could be used in teaching science in classrooms. The recent years, the importance of lab-based courses and its significant role in the science education is irrefutable. The use of AR in formal education could prove a key component in future learning environments that are richly populated with a blend of hardware and software applications. The aim of this project is to enhance the teaching and learning of science by complementing the existing traditional lab with the use of a simulated augmented reality lab. The system architecture and the technical aspects of the proposed project will be described. Implementation issues and benefits of the proposed AR Lab will be highlighted

    Pengembangan E-Modul Berbasis Multipel Representasi Dengan Bantuan Teknologi Augmented Reality untuk Pembelajaran Materi Bentuk Molekul

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    The integration between the three levels of chemical representations is needed by students to get a comprehensive understanding. Based on the preliminary study only 45.5% out of 120 year 2 and year 3 students of chemistry education who passed the final exam with satisfactory category. Thus, teaching resources that integrate the three levels of chemical representation are needed. The aim of this study is to develop and determine the level of validity of e-module utilizing multiple representations of molecular shapes based on VSEPR theory using augmented reality technology. This research employs research and development refers to the instructional design of the ADDIE model consist of 5 stages: Analyze, Design, Develop, Implementation and Evaluation. The products of this research are the e-module of molecular shapes based on VSEPR theory utilizing multiple representations and Augmented Reality Molecule Simulator (ARMOR) application. The resources presented 13 types of molecular shapes, molecules with lone pair and without lone pair of electrons around the central atom. The instrument used in this study is the validity questionnaire sheet. Data collected were then analyzed using the percentage criteria proposed by Akbar. The results of the experts’ validation indicated that the product is categorized as very valid with 94% of content validity, 93% of media validity, and 99% of language validity. Therefore, the ARMOR is suitable for use in teaching and learning process. Students show a positive response to the use of the application in helping them understand concepts, which are easy to use, has an attractive appearance, and fun

    Haptic feedback in teleoperation in Micro-and Nano-Worlds.

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    International audienceRobotic systems have been developed to handle very small objects, but their use remains complex and necessitates long-duration training. Simulators, such as molecular simulators, can provide access to large amounts of raw data, but only highly trained users can interpret the results of such systems. Haptic feedback in teleoperation, which provides force-feedback to an operator, appears to be a promising solution for interaction with such systems, as it allows intuitiveness and flexibility. However several issues arise while implementing teleoperation schemes at the micro-nanoscale, owing to complex force-fields that must be transmitted to users, and scaling differences between the haptic device and the manipulated objects. Major advances in such technology have been made in recent years. This chapter reviews the main systems in this area and highlights how some fundamental issues in teleoperation for micro- and nano-scale applications have been addressed. The chapter considers three types of teleoperation, including: (1) direct (manipulation of real objects); (2) virtual (use of simulators); and (3) augmented (combining real robotic systems and simulators). Remaining issues that must be addressed for further advances in teleoperation for micro-nanoworlds are also discussed, including: (1) comprehension of phenomena that dictate very small object (< 500 micrometers) behavior; and (2) design of intuitive 3-D manipulation systems. Design guidelines to realize an intuitive haptic feedback teleoperation system at the micro-nanoscale level are proposed

    Exploring a Cognitive Basis for Learning Spatial Relationships with Augmented Reality

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    Augmented reality (AR) is an emergent class of interface that presents compelling possibilities for advancing spatial visualization. We offer a brief overview of AR technology and current research with in the educational realm. AR interfaces appear to provide a unique combination of visual display properties, modes of user manipulation, and interaction with spatial information. Drawing upon aspects of proprioception and sensorimotor function, we discuss how AR may have a unique and powerful link to spatial knowledge acquisition through visuo-motor involvement in the processing of information. We identify key properties of AR interfaces and how they differ from conventional visualization interfaces, followed by a discussion of theoretical perspectives that make a case for learning spatial relationships using first person manipulative AR.Recent research provides evidence that this form of AR holds cognitive advantages for learning when compared with traditional desktop 2D interfaces. We review the visual-physical connections to learning using first person manipulative AR within educational contexts. We then provide some suggestions for building future research in this area and explore its significance in the realm of spatial knowledge acquisition

    The usability attributes and evaluation measurements of mobile media AR (augmented reality)

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    This research aims to develop a tool for creating user-based design interfaces in mobile augmented reality (MAR) education. To develop a design interface evaluation tool, previous literature was examined for key design elements in the educational usage of MAR. The evaluation criteria identified were presence, affordance, and usability. The research used a focus group interview with 7 AR experts to develop a basic usability evaluation checklist, which was submitted to factor analysis for reliability by 122 experts in practice and academia. Based on this checklist, a MAR usability design interface test was conducted with seven fourth-grade elementary students. Then, it conducted follow-up structured interviews and questionnaires. This resulted in 29 questions being developed for the MAR interface design checklist.ope

    A virtual reality classroom to teach and explore crystal solid state structures

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    We present an educational application of virtual reality that we created to help students gain an in-depth understanding of the internal structure of crystals and related key concepts. Teachers can use it to give lectures to small groups (10-15) of students in a shared virtual environment, both remotely (with teacher and students in different locations) and locally (while sharing the same physical space). Lectures can be recorded, stored in an online repository, and shared with students who can either review a recorded lecture in the same virtual environment or can use the application for self-studying by exploring a large collection of available crystal structures. We validated our application with human subjects receiving positive feedback

    Developing virtual and augmented reality applications for science, technology, engineering and math education

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    The Rhode Island IDeA Network of Biomedical Research Excellence Molecular Informatics Core at the University of Rhode Island Information Technology Services Innovative Learning Technologies developed virtual and augmented reality applications to teach concepts in biomedical science, including pharmacology, medicinal chemistry, cell culture and nanotechnology. The apps were developed as full virtual reality/augmented reality and 3D gaming versions, which do not require virtual reality headsets. Development challenges included creating intuitive user interfaces, text-to-voice functionality, visualization of molecules and implementing complex science concepts. In-app quizzes are used to assess the user\u27s understanding of topics, and user feedback was collected for several apps to improve the experience. The apps were positively reviewed by users and are being implemented into the curriculum at the University of Rhode Island
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