Tangible Interaction in Learning Astronomy through Augmented Reality Book-Based Educational Tool

Author(s):  
Aw Kien Sin ◽  
Halimah Badioze Zaman
10.28945/2207 ◽  
2015 ◽  
Vol 10 ◽  
pp. 021-035 ◽  
Author(s):  
Yan Lu ◽  
Joseph T. Chao ◽  
Kevin R. Parker

This project shows a creative approach to the familiar scavenger hunt game. It involved the implementation of an iPhone application, HUNT, with Augmented Reality (AR) capability for the users to play the game as well as an administrative website that game organizers can use to create and make available games for users to play. Using the HUNT mobile app, users will first make a selection from a list of games, and they will then be shown a list of objects that they must seek. Once the user finds a correct object and scans it with the built-in camera on the smartphone, the application will attempt to verify if it is the correct object and then display associated multi-media AR content that may include images and videos overlaid on top of real world views. HUNT not only provides entertaining activities within an environment that players can explore, but the AR contents can serve as an educational tool. The project is designed to increase user involvement by using a familiar and enjoyable game as a basis and adding an educational dimension by incorporating AR technology and engaging and interactive multimedia to provide users with facts about the objects that they have located


Author(s):  
Adrian David Cheok

In this chapter, we explore the applications of mixed reality technology for future social and physical entertainment systems. Throughout the case studies that will be presented here, we will show the very broad and significant impacts of mixed reality technology on variety aspects of human interactivity with regards to entertainment. On the technological aspect, the various systems we would be touching on incorporated different technologies ranging from the current mainstream ones such as GPS tracking, Bluetooth, RFID to pioneering researches of vision based tracking, augmented reality, tangible interaction techniques and 3D live mixed reality capture system. We will discuss each projects in detail in terms of their motivations and requirements of the particular application domain, their system description and design decisions, as well as their future impacts on the human social and physical entertainment field.


2021 ◽  
Vol 33 (5) ◽  
pp. 655-661
Author(s):  
Zhigeng Pan ◽  
Jiali Gao ◽  
Ruonan Wang ◽  
Qingshu Yuan ◽  
Ran Fan ◽  
...  

Author(s):  
Costas Boletsis ◽  
Simon McCallum

Early detection is important in dementia care; however, cognitive impairment is still under-recognised and under-diagnosed. Cognitive screening and training are two important preventative treatments, which can lead to early detection of cognitive decline. In this work, the “Cognitive Augmented Reality Cubes” (CogARC) system is presented, i.e. a serious game for cognitive training and screening, utilising an interaction technique based on Augmented Reality and the manipulation of tangible, physical objects (cubes). The game is a collection of cognitive mini-games of preventative nature and is, primarily, targeting elderly players (≥60 years old). A preliminary testing was conducted focusing on the game experience that CogARC offers (utilising the In-Game Experience Questionnaire), the usability of the system (using the System Usability Scale), and the specific user observations and remarks, as documented by open, semi-structured interviews.  Overall, CogARC demonstrated satisfying positive responses, however, the negative reactions indicated that there are specific problems with aspects of the interaction technique and a number of mini-games. The open interview shed more light on the specific issues of each mini-game and further interpretation of user interactions. The current study managed to provide interesting insights into the game design elements, integration of Augmented Reality, tangible interaction of the system, and on how elderly players perceive and use those interaction components. 


2019 ◽  
Vol 79 (9-10) ◽  
pp. 5941-5963
Author(s):  
Minseok Kim ◽  
Kyeong-Beom Park ◽  
Sung Ho Choi ◽  
Jae Yeol Lee

2020 ◽  
Vol 8 (2) ◽  
pp. 41-50
Author(s):  
S. Ignat'ev ◽  
Z. Tret'yakova ◽  
Marianna Voronina

In this paper is investigated the possibility of Augmented Reality (AR) technologies contextualizing in teaching methods for “Descriptive Geometry” (DG) student course. The aim of the investigation was the study of the current state of knowledge and practice in the field of DG students teaching with the help of AR-technologies, and identification of key issues affecting the adoption by users (teachers and students) of AR-technologies as a modern educational tool in the. Conducted an analysis of existing researches in the field of modern educational tool in the field of DG. Has been carried out the analysis of current investigations in the field of DG students teaching based on AR-technology. The key problems affecting the adoption by users of AR-technologies as an educational tool in the field of DG have been determined. Existing methods of DG students teaching using AR-technologies in St. Petersburg Mining University are gradually completed and updated. The work results showed that students have a positive perception of educational classes on DG course based on AR-technologies. Students successfully solve DG problems using AR-technology based on Vuforia platform; create 3-D models of geometric entities in SketchUp, and labels for camera fixing based on AutoCAD. When creating the software, the compiled C ++ programming language is used, based on which scripts (markers) are written that lift 3-D models of objects to given planes. The study results will be useful for developers of AR-platforms, AR-applications in the field of DG students training. They will allow avoid projects that may cause problems with the convenience of AR-applications using, what, in turn, will lead to the rejection of users from the introduction of this technology when getting students education in DG.


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