59 research outputs found
User Interface and Interaction Design Considerations for Collaborative Learning Using Augmented Reality Learning Object
Abstract. Most education is too often about teaching and not enough about learning. It is because students are forced to take whatever it is given to them without considering what they think about it, in other words, they passively take the given knowledge. This paper presents early investigation about interface and interaction design considerations for effective collaborative learning by taking account individual learning preferences and collaborative learning
characteristics of engineering students. In our investigation, we follow Felder Silverman Learning Style Model and conducted a test measured using Index Learning Style. As a result, we discovered that engineering students tend to be active, sensory, visual, and sequential. Therefore, we implement augmented reality views to satisfy students’ learning preferences toward content presentation (visual learner). It is also because augmented reality can give rich information toward real objects/environment. For collaborative characteristics, we studied past research on collaborative learning regarding its characteristics that affects learning effectiveness. Besides, our proposed design also considered the user interface principle which provides a guidance to effectively implement our consideration into an interface
AR Tennis
Modern mobile phones combine a display and processing power
with a camera, and so are ideal platforms for augmented reality
(AR), the overlay of computer graphics on the real world.
Henrysson [2] has ported the popular ARToolKit [1] computer
vision library to the Symbian operating system which allows
developers to build AR applications that run on a mobile phone
The development of mobile augmented reality for laptop maintenance (MAR4LM)
Currently, laptops have become a necessity to most of the people as laptop provides mobility and helps in doing the task that a normal desktop PC can do.However, the malfunction of the laptop hardware will distract the user work and decrease the productivity.By utilizing Augmented Reality (AR) that combine real world and virtual world, a laptop maintenance application can be made in reality.The objective of this paper is to discuss on how to develop Mobile Augmented Reality for Laptop Maintenance (MAR4LM) applications.This AR application specifically develop for smart phones based on the android platform.Therefore, this study presents a way to understand and discuss the process of using this new technology on the android platforms.This application has been proven in increasing the understanding of the users about their laptop and doing maintenance on their own self.In addition, laptop maintenance tasks will become straightforward, easy to use, interactive, and easily available anywhere and anytime
Collaborative Content Generation Architectures for the Mobile Augmented Reality Environment
The increasing adoption of smartphones by the society has created a new research area in mobile collaboration. This new domain offers an interesting set of possibilities due to the introduction of augmented reality techniques, which provide an enhanced collaboration experience. As this area is relatively immature, there is a lack of conceptualization, and for this reason, this paper proposes a new taxonomy called Collaborative Content Generation Pyramid that classifies the current and future mobile collaborative AR applications in three different levels: Isolated, Social and Live. This classification is based on the architectures related to each level, taking into account the way the AR content is generated and how the collaboration is carried out. Therefore, the principal objective of this definition is to clarify terminology issues and to provide a framework for classifying new researches across this environment
Handheld AR for Collaborative Edutainment
Handheld Augmented Reality (AR) is expected to provide
ergonomic, intuitive user interfaces for untrained users. Yet no comparative
study has evaluated these assumptions against more traditional user interfaces
for an education task. In this paper we compare the suitability of a handheld AR
arts-history learning game against more traditional variants. We present results
from a user study that demonstrate not only the effectiveness of AR for
untrained users but also its fun-factor and suitability in environments such as
public museums. Based on these results we provide design guidelines that can
inform the design of future collaborative handheld AR applications
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