CroMAR

2012 ◽  
Vol 4 (2) ◽  
pp. 88-101 ◽  
Author(s):  
Simone Mora ◽  
Alessandro Boron ◽  
Monica Divitini

This paper discusses the usage of Mobile Augmented Reality (MAR) to support reflection on past events, using reflection on crowd management as scenario. Computer based support to reflection generally relies on the visualization of information connected to the experience one is reflecting upon. Different metaphors have been adopted to support easy access to relevant information within the reflection process, e.g., timelines and word clouds. In this context, MAR represents an interesting alternative because it can be used to promote reflection in the specific location of the event by augmenting it with relevant information. In this way, the authors can expect the reflection process to be grounded in a context that helps to make sense of the information and reflect on alternative paths of action. The paper presents the scenario of usage, together with the design, development, and evaluation of the prototype, CroMAR. Based on this experience, the authors identify challenges connected to the usage of Mobile Augmented Reality in terms of support for reflection, interaction, and design methodology.

2016 ◽  
Vol 6 (2) ◽  
pp. 30 ◽  
Author(s):  
Dimitris Markouzis ◽  
Georgios Fessakis

Mobile Augmented Reality (MAR) Technology in combination with Interactive Storytelling (IS) enables the design of new kinds of technology enhanced learning and entertainment applications. The existing pedagogical research as well as the available Interactive Storytelling MAR (ISMAR) Serious Games are rather limited. This is mainly because of the difficulties of MAR applications development and the complexity of IS authoring. The paper works on the direction to improve this situation exploring the combination of a) rapid prototype development methodology based on MAR authoring tools and b) the definition of IS genres which could serve as templates and guide the ISMAR design. In the paper, key concepts are presented, existing successful examples of MAR Serious Games are analyzed in order to extract their narration genre features, available tools for MAR rapid authoring are introduced, and afterwards the design, development and first evaluation of a prototype ISMAR Serious Game is presented. The paper contributes to the bridging of learning design, IS, and AR technology research communities and facilitates feature interdisciplinary research.


Author(s):  
Paola A. Cepeda-Galvis

The domain of cultural-educational and tourist environments has entered the digital age, this allows the implementation of technologies of Augmented Reality (AR) to improve the user experience in these environments, and entails the possibility of providing greater satisfaction to the user visiting these locations. Hence, the problem was formulated. What is the effect of integrating AR to improve the user interaction of a cultural-educational environment? Case: UPTC natural history museum. It presents a documentary research that analyzes studies on AR, view it as a tool of support for learning and entertainment processes through the recognition of cultural, educational and tourist locations. We sought to identify the applicability of AR in cultural settings for didactic, adaptive and learning purposes, based on the concept of ‘Edutainment’. Research methods: logical analysis and generaliaation of scientific literature, both absolute and relative statistical data and case studies. The analysis, obtaining, design, development, evaluation and implementation, methodology for projects based on AR was used for thi work; applied in 34% of the works identified. It sought to recognise the characteristics and advantages of using AR technology as a resource to improve the user experience, combined technology and entertainment to achieve learning objectives. In total, 210 papers were identified and reviewed  The technical and operational viability of the AR is deduced; this is an innovative technology that captivates the attention of the user. The combination of the real and the virtual; and its easy access are the characteristics of an application based on AR, implemented in cultural and learning environments. Keywords: Augmented reality, cultural and learning environments, edutainment, e-learning. 


2019 ◽  
Vol 8 (2S8) ◽  
pp. 1420-1425

The research focuses on visitors’ experience via Mobile Augmented Reality (MAR) approach exhibition. Since the museum considered as a complex public institution, it required intellectual involvement from various disciplines in determining design decision at multilayer of design stages. It triggers the research to theorize the complex design development by considering “visitors’ experience” as the backbone of the research. This notion is closely related to the fundamental of the museum context where the research attempts to unfold the factors that constitute them and how its related to each other. The aim is to formalize the factors that constitute the MAR approach exhibition toward visitors’ experience. There are two objectives; to investigate the visitors’ expectation, physical exhibition setting and MAR application that assists various visitors’ activities; to validate the factors that constitute to the MAR approach exhibition toward visitors’ experiences. The research applies mix-mode method which consists of a literature review, interviews and questionnaire to validate the finding. The reflection, the research highlights the “visitors’ experience” as the primary consideration in bridging the gap between curators and designers. Thus, it promises an alternative approach for the museum in harmonizing the visitors’ experience in the exhibition spaces


2021 ◽  
Vol 10 (5) ◽  
pp. 2892-2898
Author(s):  
Siti Hasnah Tanalol ◽  
Dinna N. Mohd Nizam ◽  
Zaidatol Haslinda Abdullah Sani ◽  
Aslina Baharum ◽  
Asni Tahir ◽  
...  

This paper discussed the development of multi-maker augmented reality for learning Jawi in order to complement the formal study in school. We conducted an experiment with N=10 participants from Pusat Minda Lestari, UMS age 5 and 6 years old, to study the effectiveness of learning Jawi using the developed mobile augmented reality application. We prepared a test environment comprising an electroencephalography (EEG) system and mobile augmented reality (AR) application for analysis and testing. Results found that the learn ability of the students was improved after they used the mobile application to learn basic Jawi. The methodology used was ADDIE model, which included the analysis, design, development, implementation, and evaluate phases. This project is an innovation in learning Jawi and hopefully can increase the children’s interest in learning Jawi.


Author(s):  
Arthur B. Markman ◽  
Jonathan Cagan

Design communities in engineering and other disciplines have a practical reason for caring about group creativity. People employed in these areas have to generate creative solutions routinely, and they often must do so in a group. As a result, research in these areas has focused on processes to improve group creativity. This chapter explores techniques for generating problem statements and solutions in groups that have emerged from this literature. It also examines computer-based methods of problem solving that groups can use to enhance the ideas that arise from these group processes. This work has expanded the range of elements explored in studies of group creativity. Although theoretical studies of creativity can be useful in uncovering underlying mental processes, design development requires useful end products. The focus of this research on techniques that enhance creativity in design provides an opportunity to link this literature with the broader literature on individual and group creativity.


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