245 research outputs found

    User perception of robot's role in floor projection-based Mixed-Reality robotic games

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    Within the emerging research area represented by robotic gaming and, specifically, in application domains in which the recent literature suggests to combine commercial off-the-shelf (COTS) robots and projected mixed reality (MR) technology in order to develop engaging games, one of the crucial issues to consider in the design process is how to make the player perceive the robot as having a key role, i.e., to valorize its presence from the user experience point of view. By moving from this consideration, this paper reports efforts that are being carried out with the aim to investigate the impact of diverse game design choices in the above perspective, while at the same time extracting preliminary insights that can be exploited to orient further research in the field of MR-based robotic gaming and related scenarios

    Augmented Reality and Context Awareness for Mobile Learning Systems

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    Learning is one of the most interactive processes that humans practice. The level of interaction between the instructor and his or her audience has the greatest effect on the output of the learning process. Recent years have witnessed the introduction of e-learning (electronic learning), which was then followed by m-learning (mobile learning). While researchers have studied e-learning and m-learning to devise a framework that can be followed to provide the best possible output of the learning process, m-learning is still being studied in the shadow of e-learning. Such an approach might be valid to a limited extent, since both aims to provide educational material over electronic channels. However, m-learning has more space for user interaction because of the nature of the devices and their capabilities. The objective of this work is to devise a framework that utilises augmented reality and context awareness in m-learning systems to increase their level of interaction and, hence, their usability. The proposed framework was implemented and deployed over an iPhone device. The implementation focused on a specific course. Its material represented the use of augmented reality and the flow of the material utilised context awareness. Furthermore, a software prototype application for smart phones, to assess usability issues of m-learning applications, was designed and implemented. This prototype application was developed using the Java language and the Android software development kit, so that the recommended guidelines of the proposed framework were maintained. A questionnaire survey was conducted at the University, with approximately twenty-four undergraduate computer science students. Twenty-four identical smart phones were used to evaluate the developed prototype, in terms of ease of use, ease of navigating the application content, user satisfaction, attractiveness and learnability. Several validation tests were conducted on the proposed augmented reality m-learning verses m-learning. Generally, the respondents rated m-learning with augmented reality as superior to m-learning alone

    Online Group-exercises for Older Adults of Different Physical Abilities

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    In this paper we describe the design and validation of a virtual fitness environment aiming at keeping older adults physically and socially active. We target particularly older adults who are socially more isolated, physically less active, and with less chances of training in a gym. The virtual fitness environment, namely Gymcentral, was designed to enable and motivate older adults to follow personalised exercises from home, with a (heterogeneous) group of remote friends and under the remote supervision of a Coach. We take the training activity as an opportunity to create social interactions, by complementing training features with social instruments. Finally, we report on the feasibility and effectiveness of the virtual environment, as well as its effects on the usage and social interactions, from an intervention study in Trento, Ital

    Analyzing the Impact of Spatio-Temporal Sensor Resolution on Player Experience in Augmented Reality Games

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    Along with automating everyday tasks of human life, smartphones have become one of the most popular devices to play video games on due to their interactivity. Smartphones are embedded with various sensors which enhance their ability to adopt new new interaction techniques for video games. These integrated sen- sors, such as motion sensors or location sensors, make the device able to adopt new interaction techniques that enhance usability. However, despite their mobility and embedded sensor capacity, smartphones are limited in processing power and display area compared to desktop computer consoles. When it comes to evaluat- ing Player Experience (PX), players might not have as compelling an experience because the rich graphics environments that a desktop computer can provide are absent on a smartphone. A plausible alternative in this regard can be substituting the virtual game world with a real world game board, perceived through the device camera by rendering the digital artifacts over the camera view. This technology is widely known as Augmented Reality (AR). Smartphone sensors (e.g. GPS, accelerometer, gyro-meter, compass) have enhanced the capability for deploying Augmented Reality technology. AR has been applied to a large number of smartphone games including shooters, casual games, or puzzles. Because AR play environments are viewed through the camera, rendering the digital artifacts consistently and accurately is crucial because the digital characters need to move with respect to sensed orientation, then the accelerometer and gyroscope need to provide su ciently accurate and precise readings to make the game playable. In particular, determining the pose of the camera in space is vital as the appropriate angle to view the rendered digital characters are determined by the pose of the camera. This defines how well the players will be able interact with the digital game characters. Depending in the Quality of Service (QoS) of these sensors, the Player Experience (PX) may vary as the rendering of digital characters are affected by noisy sensors causing a loss of registration. Confronting such problem while developing AR games is di cult in general as it requires creating wide variety of game types, narratives, input modalities as well as user-testing. Moreover, current AR games developers do not have any specific guidelines for developing AR games, and concrete guidelines outlining the tradeoffs between QoS and PX for different genres and interaction techniques are required. My dissertation provides a complete view (a taxonomy) of the spatio-temporal sensor resolution depen- dency of the existing AR games. Four user experiments have been conducted and one experiment is proposed to validate the taxonomy and demonstrate the differential impact of sensor noise on gameplay of different genres of AR games in different aspect of PX. This analysis is performed in the context of a novel instru- mentation technology, which allows the controlled manipulation of QoS on position and orientation sensors. The experimental outcome demonstrated how the QoS of input sensor noise impacts the PX differently while playing AR game of different genre and the key elements creating this differential impact are - the input modality, narrative and game mechanics. Later, concrete guidelines are derived to regulate the sensor QoS as complete set of instructions to develop different genres or AR games

    Augmented reality ARC welding learning application to enhance student’s motivation

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    This study introduces a mobile application integrated with augmented reality that can be used by Mechanical Engineering students to learn welding subject. Moreover, a study of perception among a sample of respondents who have used the app has been conducted. Normally, students will learn the theoretical concepts of welding in the class followed by instruction-based training in the workshop. However, students have difficulty to follow everything that has been taught in the class in a limited time. Welding is dangerous for beginners and the welding environments are harmful and injurious to the health. Furthermore, the preliminary study revealed that the students lacked sufficient materials to assist them during revision and need additional materials for welding learning. This study proposes the Mobile Arc Welding Learning (MAWL) app which use mobile app integrated with augmented reality technology to study user’s perceptions based on ease of use, engagement, learnability, satisfaction and usefulness. The research methodology in this study was adapted from Kuechler and Vaishnavi which consists of five phases: awareness of problems, suggestions, development, evaluation, and conclusion. The study incorporates the ARCS motivation model and constructivist theory to provide effective learning material. The evaluation results showed that the independent variables (Engagement, Satisfaction and Usefulness) are significantly related to the dependent variable (motivation). The results of the perception study indicate that the users strongly agreed on ease of use, learnability, satisfaction, usefulness and motivation, while they agreed on engagement. The main contribution of this study is the MAWL app which is a supplementary learning tool with the purpose to motivate students in welding learning. The results show that the ARCS motivation model and constructivist theory can be applied to develop effective learning materials found in the Mobile Arc Welding Learning (MAWL) app. Besides that, engagement, satisfaction and usefulness have positive influence on motivation. Thus, when designing and developing AR mobile-based welding learning app, factors including engagement, satisfaction and usefulness need to be integrated into the app to improve the student’s motivation towards the tool

    Promoting Sustainable Behavior Using Serious Games: SeAdventure for Ocean Literacy

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    In the environmental sector, in recent years, policies and governance of marine issues have seen greater enhancement of participatory and community-based processes (for example the Blue Growth Actions of the Interreg Med Program of the European Union). The greater involvement of citizens in the processes and policies of the sea can greatly benefit the survival of the marine environment and support reforms, since most environmental problems are caused by human behavior. Changes in individual behaviors are desirable to ensure sustainable use of the ocean and its resources. These changes are possible only if there is an improvement in people’s knowledge and awareness since the childhood. Ocean literacy interventions will allow people to understand their responsibilities towards the oceans and their health. For this reason, it is necessary to promote sustainable behavior changes using new educational approaches that can be effective with young pupils. The research presents a serious game and an explainer video, used in order to introduce the problem of marine litter, one of the main dangers for the marine species. The aim of the serious game was to enhance ocean literacy with a particular attention to the biodiversity of the Apulian and Mediterranean sea to raise children’s awareness of the issue of caring for life in the sea. The measure of learning effectiveness confirmed that the knowledge gained can be actually acquired by children using new technologies, in general, and serious games in particular

    Holo-BLSD – A holographic tool for self-training and self-evaluation of emergency response skills

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    In case of cardiac arrest, prompt intervention of bystanders can be vital in saving lives. Basic Life Support and Defibrillation (BLSD) is a procedure designed to deliver a proficient emergency first response. Developing skills in BLSD in a large part of the population is a primary educational goal of resuscitation medicine. In this context, novel computer science technologies like Augmented Reality (AR) and Virtual Reality (VR) can alleviate some of the drawbacks of traditional instructor-led courses, especially concerning time and cost constraints. This paper presents Holo-BLSD, an AR system that allows users to learn and train the different operations involved in BLSD and receive an automatic assessment. The system uses a standard manikin which is quotes{augmented} by an interactive virtual environment that reproduces realistic emergency scenarios. The proposed approach has been validated through a user study. Subjective results confirmed the usability of the devised tool and its capability to stimulate learners' attention. Objective results indicated no statistical significance in the differences between the examiners' evaluation of users who underwent traditional and AR training; they also showed a close agreement between expert and automatic assessments, suggesting that Holo-BLSD can be regarded as an effective self-learning method and a reliable self-evaluation tool

    A Framework for Research in Gamified Mobile Guide Applications using Embodied Conversational Agents (ECAs)

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    Mobile Guides are mobile applications that provide players with local and location-based services (LBS), such as navigation assistance, where and when they need them most. Advances in mobile technologies in recent years have enabled the gamification of these applications, opening up new opportunities to transfer education and culture through game play. However, adding traditional game elements such as PBLs (points, badges, and leaderboards) alone cannot ensure that the intended learning outcomes will be met, as the player’s cognitive resources are shared between the application and the surrounding environment. This distribution of resources prevents players from easily immersing themselves into the educational scenario. Adding artificial conversational characters (ECAs) that simulate the social norms found in real-life human-to-human guide scenarios has the potential to address this problem and improve the player’s experience and learning of cultural narratives [1]. Although significant progress has been made towards creating game-like mobile guides with ECAs ([2], [3]), there is still a lack of a unified framework that enables researchers and practitioners to investigate the potential effects of such applications to players and how to approach the concepts of player experience, cognitive accessibility and usability in this context. This paper presents a theoretically-well supported research framework consisted of four key components: differences in players, different features of the gamified task, aspects of how the ECA looks, sound or behaves and different mobile environments. Furthermore, it provides based on this framework a working definition of what player experience, cognitive accessibility and usability are in the context of game-like mobile guide applications. Finally, a synthesis of the results of six empirical studies conducted within this research framework is discussed and a series of design guidelines for the effective gamification of mobile guide applications using ECAs are presented. Results show that an ECA can positively affect the quality of the player’s experience, but it did not elicit better player retention of cultural narratives and navigation of routes
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