1,021 research outputs found

    Interactive Objects for Augmented Reality by Using Oculus Rift and Motion Sensor

    Get PDF
    Augmented Reality (AR) is a technology to blend the digital computer such as audio, text, animation, 3D models seamlessly to the real-world environment. This technology is going to change the way how people imagine, see and learn in the future. This paper discussed the implementation and development of interactive objects for AR by integrating Oculus Rift, Leap Motion Controller (LMC) and camera. In this project, a video-displayed AR device is created to work together with a special designed AR book. A LMC is essential as a peripheral input device for the user to interact with the system. The application of LMC further enhances the interactivity with different well-designed hand gestures such as thumb up, down and pinching. The proposed design will enhance the user experience for interacting, engaging and responding to the information

    Emerging technologies for learning report (volume 3)

    Get PDF

    The 2010 Horizon report

    Get PDF
    Titre de l'écran-titre (visionné le 22 mars 2010

    Teaching Landscape Construction Using Augmented Reality

    Get PDF
    This thesis describes the design, development, and evaluation of an interactive Microsoft HoloLens application that projects landscape models in Augmented Reality. The application was developed using the Unity framework and 3D models created in Sketchup. Using the application, students can not only visualize the models in real space but can also interact with the models using gestures. The students can interact with the models using gaze and air-tap gestures. Application testing was conducted with 21 students from the Landscape Architecture and Environmental Planning department at Utah State University. To evaluate the application, students completed a usability survey after using the application. Students also participated in a focus group. Results indicate that students were excited to use the application and found it helpful for learning landscape construction concepts. Some of the students found the application and the HoloLens device cumbersome to use, and they offered suggestions for how to improve the application. The thesis concludes with recommendations for future work

    Usage Concepts of Augmented Reality Technology in Islamic Study

    Get PDF
    The augmented reality (AR) has been identified to be suitable for use in education. However, studies that particularly identify this concept are still rare. Therefore, this qualitative study was conducted with objectives to determine the perception of teacher educators from the Islamic Study Department, Teacher Training Institute in Central Zone of Malaysia towards AR, and to develop a usage concept that can be implemented when teaching and learning Islamic Study. Explorative case study method involving three teacher educators was used. They were interviewed by using an in-depth semi-structured interview schedule. From the interview, all responses provided by the informants are very positive and admitted that AR technology is suitable to be used in the Islamic Study. The usage concepts discussed in this paper can be used as guidelines to those who are interested in developing or using the AR application based on Islamic Study topics

    Implementation of augmented reality (AR) in Malaysian education system

    Get PDF
    The post-globalization world is witnessing the rapid development of technology. Revolution of industry 4.0 that hit the world encourages the use of various technologies and gadgets by all sectors or industries including education. Education system all around the globe excited to implement new technologies with the aims of enhancing students’ focus, interest and comprehension throughout the teaching and learning sessions. Recently, the Augmented Reality (AR) technology attracts more intention and increasingly mastered by the educators to use the technology during teaching and learning sessions. AR innovation optimized the sophistication of social medias as an effective teaching medium. The use of this technology indicates great potential to produce more creative, innovative and competitive generation. Keywords: Augmented Reality (AR), Industry 4.0, Innovation, Malaysian Education System

    An investigation of mobile augmented reality-based learning features in cognitive and affective environments

    Get PDF
    This research focuses on the effectiveness of using mobile Augmented Reality (mAR) for learning. Prior research has focused primarily on developing virtual contents for Augmented Reality (AR) and has largely ignored AR in the mobile context. Herein, this research primarily aims to examine the effectiveness of learning through two modes: mobile Augmented Reality (mAR) and the Current Learning Mode (CLM). This research is extended to the development stage of a theoretical model, to evaluate the ability of mAR in improving the learning outcomes that guide a further consideration of growth in learning. The first phase of this thesis is to examine the impact of how mAR influences the learning outcomes in cognitive ability and affective learning outcomes. The cognitive outcome was measured by the experimental method of using pre/ post-test performance achievement, while the affective learning outcome was measured by perceived usefulness, self-efficacy and satisfaction. This research contributes to cognitive ability and affective learning by investigating the differences in the learning outcomes and performance achievements of mAR within a self-centred learning environment, a classroom. The findings show that students’ performance achievement, learning outcomes, perceived learning effectiveness and self-efficacy were greater in the mAR group, as compared to the CLM group. Second, a theoretical model was developed and analysed using Structural Equation Modelling (SEM). SEM examines significant relationships between the determinants that integrate and facilitate effective mAR-based learning environments. SEM produces a feasible alternative in measuring the causal relationship amongst the constructs. This model evaluates to implement mAR as a learning aid in student-centred learning and to evaluate the motivation among students through the features of mAR, due to the absence of an in-depth understanding of the motivation of mAR-based learning from the current literature. This model also provides an insight into the causal factors amongst the dimensions of mAR. Finally, in the model, the moderating effects of students’ characteristics, which include their experience and age, are investigated to determine the factors influencing mAR. The findings of this research will help to verify the learning effectiveness of mAR, to improve the learning experiences, learning outcomes and performance achievements of students. Based on the results, it is confirmed that mAR can be leveraged upon and used as an optimum learning tool, exemplifying the use of technology within an educational context. In the aspects of information retention and learning outcome enhancement, mAR is significant in education as it facilitates students’ understanding by supporting abstract ideas throughout the course, enabling the students to learn in a limited period. Based on the results, it can be concluded that mAR is a technology that aids students with a better understanding of the subject matter and hence, resulting in greater motivation. With regards to the model fitness via the analysis of goodness-of-fit, all the results are confirmed as appropriate and good fit. Also, the model also shows a positive causal path from the mAR features’ determinant. The thesis can also assist educational administrators and educational policy makers in gauging the importance of mAR as a learning tool. This helps mainly to overcome the issue of educators being criticised for the lack of real-life experience that is being exposed to students at the university level. Furthermore, academia can use the model’s findings as appropriate groundwork to initiate other related studies, and this will help to fill the gap in the mAR learning area
    • 

    corecore