Advanced Augmented Reality TAPS Software for Visualizing 4BL Mechanisms with Touch to Print Technique

Many learning methods have changed the way students learn. One method that is achieving much attention is augmented reality (AR). AR is a technology that blends simulated and real environment during the learning, interaction, and visualization process. As such, an AR ATAPS with a new interaction technique (touch-to-print) was designed, tested, and evaluated. The aim was to provide an improved user interface i.e. without having to use markers so as the learner could focus more on the visualization process. The AR ATAPS is capable of recognizing the 4BL mechanisms (based on Grashof's law and user input data) (i.e., drag-link, crank-rocker, double-rocker, and parallelogram linkage) and have been used in this study as an adjunct to traditional problem-solving method. The touch to print interaction technique, which is the main contribution of this research, has been useful to engage the user in the problem with a new interactive and learning experience as compared to the previous method (i.e., the use of markers to interact with a virtual object). The interaction technique method uses seven functions that are recognizable by the ATAPS (rotational, link colour change A, B, C, D, pause and voice command) for the user to touch the symbols on the paper and the system to model and analyze accordingly in real-time 3D environment. This study explores how far AR technology has come to support students in their learning and interest in using this technology. The objective of this chapter was to determine the usefulness of touch to print interaction user interface for an AR application. A hands-on practical lab was conducted with first year engineering students at UNITEN. The evaluation and effectiveness of the AR ATAPS as an alternative to textbooks and current software learning packages was examined by means of a single-institutional evaluation study using mainly statistical quantitative techniques and ANOVA analysis. The prospective study (total sample size = 30) at University Tenaga Nasional (UNITEN) validated aspects of AR ATAPS interaction technique and provided feedback on the interface design and its problem-solving method. The results of the study showed that most of the participants never been experienced with AR applications before, but the ideas of implementing AR as a simulation tool for learning the kinesthetic and dynamic subjects is well accepted with a very beneficial feedback. Based on the findings, it was found that there is a positive changing in terms of the visualizing and imagining of the four-bar linkage mechanisms (4BL) which led to a good understanding of this subject. Further development of AR applications in the learning environment is being discussed.

2019 ◽  
Vol 9 (2) ◽  
Author(s):  
Muhammad Nur Affendy Nor'a ◽  
Ajune Wanis Ismail

Application that adopts collaborative system allows multiple users to interact with other users in the same virtual space either in Virtual Reality (VR) or Augmented Reality (AR). This paper aims to integrate the VR and AR space in a Collaborative User Interface that enables the user to cooperate with other users in a different type of interfaces in a single shared space manner. The gesture interaction technique is proposed as the interaction tool in both of the virtual spaces as it can provide a more natural gesture interaction when interacting with the virtual object. The integration of VR and AR space provide a cross-discipline shared data interchange through the network protocol of client-server architecture.


Author(s):  
Alaric Hamacher ◽  
Jahanzeb Hafeez ◽  
Roland Csizmazia ◽  
Taeg Keun Whangbo

<div class="page" title="Page 1"><div class="section"><div class="layoutArea"><div class="column"><p><span>Recent innovation in the field of Augmented Reality (AR) and Virtual Reality (VR) has brought new devices on the market. Many industries see a big future in AR business and applications. The present research focuses on the user input performance of these AR-devices. This paper proposes an evaluation procedure using a server based input interface with a built-in assessment control. The evaluation is performed by test persons exposed to two AR devices: Microsoft Hololens and Epson Moverio BT-200. A conventional mouse input is used as a benchmark. The assessment reveals a trend of strength and weaknesses of each device and can orient developers to create more optimized AR experiences and improve the user experience.</span></p></div></div></div></div>


Augmented Reality (AR) is growing technology that superimpose 3D images onto real world. This enhances the user’s real-world experience. This potential of AR can be utilized effectively in teaching learning for engineering graphics course.There is visualization limitation for engineering students entering in first year, and this leads them to face difficulty in understanding and developing orthographic, isometric and section view of models. AR can empower the students to visualize the actual virtual object in 3D view to match their imagination with augmented object. In this regard initially a framework of AR is conceptualized for the course of engineering graphics & an AR application is developed. This paper mainly focuses on investigation & impact of AR technology on interactive teaching learning process in engineering graphics. Impact of this technology is measured by student’s performance in AR interactive test. The result shows increase in student’s performance in written test by 18.52% in engineering graphics and in mental rotation test by 28.97%.


In this chapter, the preferences of UNITEN students in using augmented reality technology user interface applications to solve selected engineering problems are compared. Cross sectional study design and Wilcoxon-Signed Rank Test approach were adopted to analyze the difference in the rankings of the engineering applications. Within a controlled environment, this research further applies “trials within the same session but with breaks between tasks,” an affirmed reliable method in measuring learnability that has been rarely explored by any related works locally. The results were captured through descriptive statistical analysis. The findings provided reliable evidences that multiple function user interface (MFIT) is more effective than the tangible user interface (TUI) for engineering students. Simultaneously, this research also presents evidences that MFIT is better than TUI in the engineering problem solving statistically.


Author(s):  
Manjit Singh Sidhu

In this article, a study was done to compare the preferences of UNITEN students in using augmented reality technology user interface applications to solve selected engineering problems. Cross sectional study design and a Wilcoxon-Signed Rank Test approach was adopted to analyze the difference in the rankings of the engineering applications. Within a controlled environment, this research further applies “Trials within the same session but with breaks between tasks” an affirmed reliable method in measuring learnability that has been rarely explored by any related works locally. The results were captured through descriptive statistical analysis. The findings provided reliable evidences that multiple function user interface (MFIT) is more effective than the tangible user interface (TUI) for engineering students. Simultaneously, this research also presents evidences that MFIT is better than TUI in the engineering problem solving statistically.


Author(s):  
Sean Maw ◽  
Janice Miller Young ◽  
Alexis Morris

Most Canadian engineering students take a computing course in their first year that introduces them to digital computation. The Canadian Engineering Accreditation Board does not specify the language(s) that can or should be used for instruction. As a result, a variety of languages are used across Canada. This study examines which languages are used in degree-granting institutions, currently and in the recent past. It also examines why institutions have chosen the languages that they currently use. In addition to the language used in instruction, the types and hours of instruction are also analyzed. Methods of instruction and evaluation are compared, as well as the pedagogical philosophies of the different programs with respect to introductory computing. Finally, a comparison of the expected value of this course to graduates is also presented. We found a more diverse landscape for introductory computing courses than anticipated, in most respects. The guiding ethos at most institutions is skill and knowledge development, especially around problem solving in an engineering context. The methods to achieve this are quite varied, and so are the languages employed in such courses. Most programs currently use C/C++, Matlab, VB and/or Python.


2021 ◽  
Vol 11 (12) ◽  
pp. 5739
Author(s):  
Zhansheng Liu ◽  
Wenyan Bai

The post-earthquake retrofitting and repair process of a building is a key factor in improving its seismic capability. A thorough understanding of retrofitting methods and processes will aid in repairing post-earthquake buildings and improving seismic resilience. This study aims to develop a visualization framework for the post-earthquake retrofitting of buildings which builds models based on building information modeling (BIM) and realizes visualization using augmented reality (AR). First, multi-level representation methods and coding criteria are used to process the models for a damaged member. Then, an information collection template is designed for integrating multi-dimensional information, such as damage information, retrofitting methods, technical solutions, and construction measures. Subsequently, a BIM model is presented in three dimensions (3D) using AR. Finally, the visualization process is tested through experiments, which demonstrate the feasibility of using the framework to visualize the post-earthquake retrofitting of a building.


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