Interactive Books in Augmented Reality for Mobile Devices

Author(s):  
Ana Grasielle Dionísio Corrêa

One of the methods of teaching that has brought significant contributions to the field of education is augmented reality. This technology transformed learning into a more motivating, enjoyable, fun, and interesting activity. This chapter contributes an augmented reality application for mobile devices that complements and supports the learning of geometric figures. The application, called AGeRA, consists of a geometry book and software capable of reading special markers inserted into the book's content. When this book is placed in front of the camera of a mobile device, 3D objects, sounds, animations, and other interactive elements leap from book pages making learning more fun and exciting. Preliminary tests were made with teachers and students and showed good acceptance of the application to support the teaching of geometry.

2015 ◽  
pp. 1084-1101
Author(s):  
Ana Grasielle Dionísio Corrêa

One of the methods of teaching that has brought significant contributions to the field of education is augmented reality. This technology transformed learning into a more motivating, enjoyable, fun, and interesting activity. This chapter contributes an augmented reality application for mobile devices that complements and supports the learning of geometric figures. The application, called AGeRA, consists of a geometry book and software capable of reading special markers inserted into the book's content. When this book is placed in front of the camera of a mobile device, 3D objects, sounds, animations, and other interactive elements leap from book pages making learning more fun and exciting. Preliminary tests were made with teachers and students and showed good acceptance of the application to support the teaching of geometry.


Author(s):  
Ana Grasielle Dionísio Corrêa

One of the methods of teaching that has brought significant contributions to the field of education is augmented reality. This technology transformed learning into a more motivating, enjoyable, fun, and interesting activity. This chapter contributes an augmented reality application for mobile devices that complements and supports the learning of geometric figures. The application, called AGeRA, consists of a geometry book and software capable of reading special markers inserted into the book's content. When this book is placed in front of the camera of a mobile device, 3D objects, sounds, animations, and other interactive elements leap from book pages making learning more fun and exciting. Preliminary tests were made with teachers and students and showed good acceptance of the application to support the teaching of geometry.


2018 ◽  
pp. 777-793
Author(s):  
Srinivasa K. G. ◽  
Satvik Jagannath ◽  
Aakash Nidhi

Mobile devices are changing the way people live. Users have everything on their fingertips and to support them, there are scores of application which add to the usability and comfort. “Know your world better” is an Augmented Reality application developed for Android. This application helps the user to find friends and locate places in close proximity. In this paper we talk about an application that describes a method of augmenting Point of Interests (POI's) on a mobile device. User has to move his phone pointing in a direction of his choice and POI's if any are shown in real time. The user's interest with respect to the environment is inferred from speech or by selecting from the choices; this data is used for information retrieval from the cloud. The result of context-sensitive information retrieval is augmented onto the view of the mobile and provides speech output.


2016 ◽  
Vol 7 (2) ◽  
pp. 1-15
Author(s):  
Srinivasa K. G. ◽  
Satvik Jagannath ◽  
Aakash Nidhi

Mobile devices are changing the way people live. Users have everything on their fingertips and to support them, there are scores of application which add to the usability and comfort. “Know your world better” is an Augmented Reality application developed for Android. This application helps the user to find friends and locate places in close proximity. In this paper we talk about an application that describes a method of augmenting Point of Interests (POI's) on a mobile device. User has to move his phone pointing in a direction of his choice and POI's if any are shown in real time. The user's interest with respect to the environment is inferred from speech or by selecting from the choices; this data is used for information retrieval from the cloud. The result of context-sensitive information retrieval is augmented onto the view of the mobile and provides speech output.


2021 ◽  
Vol 1 (1) ◽  
Author(s):  
Ardhi Pradana ◽  
Yulian Findawati

The introduction of a means of transportation to children can stimulate the brain to imagine and train creativity. With the development of information technology, means of introducing means of transportation can be done using devices such as computers, laptops or smartphones. The development of Augmented Reality technology on smartphones will make it easier for children to get to know several types of transportation that they often encounter. The purpose of writing this article is to create an application for Introduction to Transportation Tools using Augmented Reality technology for children. The method used in making this application of Introduction to Transportation Tools is observation and interviews. The production begins with collecting data on what types of transportation will be made as a model using the Blender software. Augmented Reality application design uses Unity software by designing markers made from the Vuforia platform. The features in this application are several types of transportation that are displayed in 3D with sound and information using Augmented Reality technology. The results of testing the Transportation Tool Introduction application can run on various Android mobile devices. It has been tested on several different smartphone brands and specifications - the results of the Transportation Tool Introduction can run smoothly except under Android version 4.3 (Jellybean). Based on the test results contained in the Application of Introduction to Transportation Tools using Augmented Reality, it is suitable for introducing more interesting and innovative types of transportation to early childhood. There are still many deficiencies that can be developed, for example, increasing the number of 3D objects in the transportation tool and making animations even better, so that the application is more interesting, interactive, and easy to understand.


Author(s):  
Mauro Figueiredo ◽  
José Gomes ◽  
Cristina Maria Cardoso Gomes ◽  
Rui Gaspar ◽  
João Madeira Lopes

Combining mobile technologies with Augmented Reality (AR) has recently enabled the ubiquity of AR technologies in our everyday life. We believe that the use of augmented reality will change significantly the teaching activities by enabling the addition of supplementary information that is seen on a mobile device. This chapter presents the most popular augmented reality applications and we select AR eco-systems to be used in daily teaching activities which are user friendly, do not require programming skills and are free. Different augmented reality technologies are explored in this chapter. It is presented the creation of two novel augmented reality books. One developed with teachers and students. Another book that was developed for increasing the interest of reading for children that is being used by storytellers. Several examples are also presented that are used in educational activities, from kindergarten, elementary, secondary schools and university, to improve reading, comprehension, learning of music and better understand the drawing of orthographic views.


2020 ◽  
Vol 10 (10) ◽  
pp. 287 ◽  
Author(s):  
Lúcia Pombo ◽  
Margarida M. Marques

New teaching methodologies are nowadays integrating mobile devices, augmented reality (AR), and game-based learning in educational contexts. The combination of these three elements is considered highly innovative, and it allows learning to move beyond traditional classroom environments to nature spaces that students can physically explore. The literature does not present many studies of this approach’s educational value. The purpose of the study is to present an illustrative case of a mobile AR game in order to analyse its educational value based on the users’ opinion, both teachers and students, and on logs of game results. Through a mixed method approach, the educational value scale was applied to 924 users after playing the EduPARK app in a Green City Park. Results revealed high educational value scores, especially among teachers and students of 2nd and 3rd Cycles of Basic Education (83.0 for both). Hence, this particular software seems to be more suitable for 10–15 years-old students who highlighted motivational features, such as treasure hunting, points gathering, the use of mobile devices in nature settings, and AR features to learn. This study empirically revealed that mobile AR games have educational value, so these specific game features might be useful for those who are interested in creating or using games supported by apps for educational purposes.


2017 ◽  
Vol 2017 ◽  
pp. 1-13
Author(s):  
Wernhuar Tarng ◽  
Jiong-Kai Pan ◽  
Chiu-Pin Lin

This study combines the augmented reality technology and the sensor functions of GPS, electronic compass, and 3-axis accelerometer on mobile devices to develop a motion sensing and automatic positioning universal planisphere. It can create local star charts according to the current date, time, and position and help users locate constellations on the planisphere easily through motion sensing operation. By holding the mobile device towards the target constellation in the sky, the azimuth and elevation angles are obtained automatically for mapping to its correct position on the star chart. The proposed system combines observational activities with physical operation and spatial cognition for developing correct astronomical concepts, thus making learning more effective. It contains a built-in 3D virtual starry sky to enable observation in classroom for supporting teaching applications. The learning process can be shortened by setting varying observation date, time, and latitude. Therefore, it is a useful tool for astronomy education.


Author(s):  
D. Kaimaris ◽  
T. Roustanis ◽  
K. Klimantakis ◽  
I. A. Karolos ◽  
P. Patias

Abstract. The use of Augmented Reality (AR) technology is widespread in countless archaeological sites and a variety of applications. Archaeological excavations lead to archaeological finds, some of which are transported for preservation and then for exhibition in museums (jewelry, vases, etc.), while another part of them is documented in detail and remains in situ (eg building walls), roads, grave covers, etc.). However, after the registration of the archaeological finds, it is impossible to observe them. As part of our research project, we will develop for the first time AR methodology and procedures for the observation of covered archaeological finds on mobile devices (smart phones, tablets), which were registered after their documentation. AR technology in recent years has seen great growth in terms of implementation platforms and available software, as well as the tools developed to support it. These tools either make their appearance in the form of frameworks, extending the capabilities of an existing engine, or function as independent services. At the same time, progress has been made in the field of sensors of mobile devices, which makes the compatibility of hardware and software another issue to be researched. As part of the development of the above application for mobile devices, an evaluation is made of the most widespread AR Frameworks that support the Unity3d Game Engine and the compatibility / interoperability with the sensors of different categories of mobile devices. The frameworks were checked and evaluated for placement and tracking of the positions of the 3D covered objects. In this paper also, methodologies and techniques used in space detection and tracking are presented and evaluated.


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