scholarly journals Augmented Reality Based Educational Design for Children

Author(s):  
Minghui Sun ◽  
Xinyu Wu ◽  
Zhihua Fan ◽  
Liyan Dong

Human-computer interaction (HCI) has developed rapidly in recent years, and more and more researchers are interested in applying HCI techniques into education. Compared with traditional approaches in the real world, gesture recognition is considered as a reasonable alternative since it is vivid and flexible. However, most of educational equipment nowadays achieves the function of augmented reality, without any interaction. This paper implemented a prototype, not only based on augmented reality system, but also especially we think about the interactive design. Accessibility is achieved by mobile devices and the dynamic switch of gesture recognition. By this interactive method, children are able to interact with the virtual objects easily and naturally. Consequently, children can have a profound and deep understanding of what they learn, and the quality of education will be improved.

2018 ◽  
Vol 62 (2) ◽  
pp. 25-37
Author(s):  
Márton Szemenyei ◽  
Ferenc Vajda

Object recognition in 3D scenes is one of the fundamental tasks in computer vision. It is used frequently in robotics or augmented reality applications [1]. In our work we intend to apply 3D shape recognition to create a Tangible Augmented Reality system that is able to pair virtual and real objects in natural indoors scenes. In this paper we present a method for arranging virtual objects in a real-world scene based on primitive shape graphs. For our scheme, we propose a graph node embedding algorithm for graphs with vectorial nodes and edges, and genetic operators designed to improve the quality of the global setup of virtual objects. We show that our methods improve the quality of the arrangement significantly.


Author(s):  
Marisa Pascarelli Agrello ◽  
Marianina Impagliazzo ◽  
Joaquim José Escola

ResumoNo presente artigo apresentamos a experiência realizada com o uso dos softwares de realidade aumentada (RA) e a realidade virtual (RV) em cenários para o Ensino das Ciências objetivando atender a Era da Educação 4 por meio de manipulação de objetos virtuais.Com aplicações distintas, as duas tecnologias são complementares e se configuram como ferramentas adicionais aos docentes com a proposta de elevar a qualidade das aulas e a geração de uma aprendizagem significativa representando uma ponte entre a educação e a tecnologia. Como objetos virtuais de aprendizagem (OVA), deverão ser usados em sala de aula como forma de enriquecimento das experiências práticas por meio da representação virtual de temas e contextos tornando mais ativa, contextualizada e efetiva o processo de apreensão do mundo. Palavras-chave: realidade virtual, realidade aumentada, ensino das ciências, tecnologias educacionais. Abstract In the present article we present the experience with the use of software of augmented reality (RA) and virtual reality (VR) in scenarios for the Teaching of Sciences in order to attend the Age 4 of Education through manipulation of virtual objects, the two technologies are complementary and are configured as additional tools for teachers with the proposal of raising the quality of lessons and generating meaningful learning as a bridge between education and technology. As virtuais learning objects, they should be used in the classroom as a way to enrich practical experiences through virtual representation of themes and contexts, making the process of apprehension of the world more active, contextualized and effective. Keywords: virtual reality, augmented reality, science teaching, educational technologies.


Author(s):  
Zhanat Nurbekova ◽  
Bayan Baigusheva

Augmented Reality, as one of the advanced technologies, in-creases the range of applications in various spheres of life every year. The evo-lution of the development and application of augmented reality in various spheres has shown its effectiveness also for the sphere of education. The analysis of varied studies shows the expanding penetration of augmented reality in education, while noting the positive impact of augmented reality on the quality of education. However, the didactic approach to the application of augmented reality in education has not yet been sufficiently studied. The article considers the use of digital educational resources with augmented reality as a didactic teaching tool. In addition, a system of didactic principles for learning using augmented reality is proposed.


2020 ◽  
Vol 10 (7) ◽  
pp. 2352 ◽  
Author(s):  
Alex Ibañez-Etxeberria ◽  
Cosme J. Gómez-Carrasco ◽  
Olaia Fontal ◽  
Silvia García-Ceballos

Technological advancements have provided heritage with new learning environments via the use of virtual and augmented reality, which can foster the accessibility and understanding of culture and propose new ways of interacting with heritage. Therefore, in this study, a systematic evaluation is carried out of n=197 heritage education programs listed in the database of the Observatorio de Educación patrimonial en España (OEPE) (the Spanish Heritage Education Observatory–SHEO) which, in their descriptions, integrate the use of virtual environments and/or augmented reality to promote learning on the part of the user. The objectives of this study are: (1) to analyse the state of the art, (2) to evaluate the quality of their educational designs via the “analysis and assessment sequential method for heritage education programs” (SAEPEP-OEPE) and (3) to identify variables which can be improved or which have a significant influence on the quality of the programs. Highlights of the results include: (a) the increasing implementation of these technologies in heritage education programs, with the greater presence of virtual resources than of learning environments, (b) the low level of the scope of educational quality in their designs, particularly their assessment, and (c) the inclusion of advanced technologies slightly decreases the specificity of the educational design.


2012 ◽  
Vol 7 (1) ◽  
pp. 468-472
Author(s):  
Yimin Chen ◽  
Qiming Li ◽  
Chen Huang ◽  
Congli Ye ◽  
Yun Li ◽  
...  

2020 ◽  
Vol 1 (1) ◽  
pp. 27-34
Author(s):  
Muhammad Bayu Purnama ◽  
Zayus Rifan Zafarani ◽  
Sapta Nugraha

Malang Rapat is one of the villages which is located in the range of coastal region, Bintan regency, Riau islands Province. Most people in this village do not complete elementary level of education. Only a few graduate from Elementary School, Junior High School and Senior High School. The rate of education and its quality of human resources are very low. This condition is due to the monotonous system of teaching-learning process and lack of facilities and infrastructures. These are the problems that cause low quality of education. This research aims at developing teaching-learning process by applying Augmented Reality-Based Fun Book Technology (Round Table Learning Media) for Teaching-Learning of Coastal Community. This application is to develop knowledge by applying quizzes and games. The result obtained is that this technology is capable for handling the problems of low quality of education with its monotonous system of teaching-learning process.


Author(s):  
Komang Candra Brata ◽  
Deron Liang

Using location-based augmented reality (AR) for pedestrian navigation can greatly improve user action to reduce the travel time. Pedestrian navigation differs in many ways from the conventional navigation system used in a car or other vehicles. A major issue with using location-based AR for navigation to a specific landmark is their quality of usability, especially if the active screen is overcrowded with the augmented POI markers which were overlap each other at the same time. This paper describes the user journey map approach that led to new insights about how users were using location-based AR for navigation. These insights led to a deep understanding of challenges that user must face when using location-based AR application for pedestrian navigation purpose, and more generally, they helped the development team to appreciate the variety of user experience in software requirement specification phase. To prove our concept, a prototype of intuitive location-based AR was built to be compared with existing standard-location based AR. The user evaluation results reveal that the overall functional requirements which are gathered from user journey have same level of success rate criteria when compared with standard location-based AR. Nevertheless, the field study participants highlighted the extended features in our prototype could significantly enhance the user action on locating the right object in particular place when compared with standard location-based AR application (proved with the required time).


2010 ◽  
Vol 37-38 ◽  
pp. 263-269 ◽  
Author(s):  
Han Wu He ◽  
Yue Ming Wu ◽  
De Tao Zheng ◽  
Yong Rao

A research effort aimed at creating a computer vision-based augmented reality assembly system is presented. The architecture of this system for assembly interaction is described. To realize intuitive human-computer interaction, a computer vision-based hand tracking and gesture recognition approach is applied. This approach uses the color-based method to segment the hand from background, and locate the hand position by the marker attached on hand, and then recognizes the gesture according to the geometry constraint of human hand. In comparison with the traditional approaches, this new method does not require a stationary camera, and is not sensitive with intensity difference. So, it provides a real time performance and is easy to realize. Moreover, occlusion identification is studied in this paper to raise the real and virtual objects combination effect. Finally, a prototype system is provided to demonstrate the effectiveness and robustness of the presented approaches.


Author(s):  
Н.Н. Шевченко ◽  
В.И. Шевченко

Актуальность заявленной проблемы обусловлена повышением качества системы непрерывного образования на современном этапе его модернизации. Цель статьи заключается в раскрытии традиционных подходов к оценке качественных показателей современного образования. Представлен анализ существующих трактовок дефиниции «качество образования»; раскрыто проблемное поле зарубежных исследований, связанных с качеством высшего образования; рассматриваются качественные характеристики образования в зарубежных университетах. В статье с позиций отечественных ученых отражены основные критерии качества высшего образования; выделены существующие недостатки, связанные с качеством образования в России на этапе реформирования в направлении интеграции в мировое образовательное пространство. На основе анализа социологических исследований раскрыты основные проблемы, связанные с качеством высшего и общего среднего образования. The urgency of the stated problem is due to the improvement in the quality of the continuous education system at the present stage of its modernization. The purpose of the article is to reveal traditional approaches to assessing the quality indicators of modern education. The analysis of existing interpretations of the definition of "quality of education" is presented; the problematic field of foreign studies related to the quality of higher education is revealed; the qualitative characteristics of education in foreign universities are considered. The article reflects the main criteria for the quality of higher education from the standpoint of domestic scientists; highlighted the existing shortcomings associated with the quality of education in Russia at the stage of reforming towards integration into the world educational space. Based on the analysis of sociological research, the main problems associated with the quality of higher and general secondary education are revealed.


2021 ◽  
Vol 6 (1) ◽  
pp. 8-14
Author(s):  
Noer Azizah Rosita Dewi Suwoto

Sustainable Development Goals (SDGs) is a continuation of the Melenial Development Goals (MDGs) as joint development ambitions in the period of 2015 to 2030. Sustainable Development Goals (SDGs) have 17 development goals with 169 targets, one of which is to ensure the quality of education inclusive and equitable for all levels. Quality education in this case is intended to ensure that all children, both girls and boys, can complete quality basic education and lead to relevant and effective education.Improving the quality of education carried out by the government aims to prepare alpha generations so that they can compete with other countries in the future. The preparation starts from early childhood education which is taken by children aged 0-6 years who tend to think in a concrete way. The need for learning media to explain something abstract and can be understood by early childhood. Therefore interesting media is highly recommended as an alternative in learning. However, in the era of the industrial revolution 4.0 has not been optimally entered into all fields including education. In this decade there emerged technological development innovations that could be used in education, especially for the Early Childhood Education. Augmented Reality is a technology that has been developed by Programmers to improve the quality of Indonesian education. Seeing the problems and opportunities that are being experienced by the development of education in Indonesia, through the technology of Augmented Reality developed an application called the Pengenalan Buah dan Binatang that can be used as a medium of learning that involves and trains the senses in early childhood. According to research conducted by the British Audio Visual Association shows that 75% of people obtain information from visual, 13% from hearing audio, 6% from touch and touch, and 6% from kiss/tongue. It also needs support and cooperation between children, parents and the community to foster cooperation in the face of the Industrial Revolution 4.0 era.


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