After presenting the notion of augmented reality, the main areas of applicability are listed and some of the students' projects from the Faculty of Computer Science in Iasi are shown.
This document discusses using augmented reality to teach chemistry. It begins by defining augmented reality and describing how AR overlays digital content onto the real world. Several student projects that use AR for education, games, and interior design are then outlined. The document focuses on an AR chemistry learning application that allows users to learn about elements and chemical combinations in an interactive way using mobile devices. It describes the architecture and components of the chemistry AR app and provides screenshots of its different learning modes. An evaluation of the app found that both students and professors were able to easily complete tasks and that it reduced student stress compared to traditional learning methods. The document concludes that AR has advantages for education by making content portable and interactive in a way that engages learners
This document discusses learning analytics and summarizes the work of Professor Alexandra Cristea. It provides information on her research group, which uses learning analytics to improve education through collecting student data and detecting learning patterns. Specifically, it discusses using analytics to predict student dropout in MOOCs and develop personalized learning systems. It also summarizes Professor Cristea's work on visualizing social learning and building predictive models from student data.
Presentation by Olaf Zawacki-Richter, University of Oldenburg, Senior EDEN Fellow, at the 2019 European Distance Learning Week's fourth-day webinar on "Artificial Intelligence (AI) in Higher Education" - 14 November 2019
Recording of the discussion is available: https://eden-online.adobeconnect.com/p7d4zev81s1s/ & https://www.youtube.com/watch?v=4eebqKEIcM8
The Careers Application was created by the COMET Lab to help high school students explore different majors and courses offered at the School of Informatics and Computing. The app asks students a series of multiple choice questions about their interests and uses their responses to calculate suitable major suggestions. It is an iOS application that communicates with a PHP server application over the internet using JSON to store student responses, calculate matches, and return course suggestions.
Artificial intelligence (AI) is making headlines in newsrooms across the world. One of the latest trends we’ve seen is in the education system, and it’s made many people wary of the ramifications that using Artificial Intelligence in the classroom will have.
While AI can never replace human teachers, it can play a great role in the classroom. Read on to learn more.
Tyson Greer - Mobile Edugame Market Innovations 2014SeriousGamesAssoc
This session will discuss key findings about mobile edugame innovations from Ambient Insight’s latest Game-based Learning, Location-based Learning, Digital English Language Learning, Healthcare, and Mobile Learning market research. The presentation delivers an overview of the demand for mobile Game-based Learning, funding and revenue opportunities for suppliers, distribution and business models, as well as market-changing trends. It will focus primarily on North America and include edugame innovations in digital English language learning, health and wellness, education, and tourism around the world. But who is buying? Consumers certainly dominate the edugame market, but what do they want from a mobile edugame and which edugame product types dominate which market segments? This session will answer those questions and provide compelling examples of innovative mobile serious game products and services of interest to developers, publishers, resellers, and suppliers.
A Model for Car Plate Recognition & Speed Tracking (CPR-STS) using Machine Le...CSCJournals
The transportation challenges experienced in major cities as a result of influx of people in search of greener pastures is increasing on a daily basis. This results in an increase in the number of cars plying and competing for driving space on narrow roads. Many drivers violate traffic laws as a result of this and how to prosecute them without chasing them remains an issue to be addressed. Therefore, this research presents a model that can be used to solve this challenge using machine learning algorithms. The model consists of recognition modules such as image acquisition, Gaussian blur, localization of car plate, character segmentation and optical character recognition of car plate. K-NN Algorithm was used for training licensed plate font type spanning A-Z and 0-9 while the speed tracking module used a camera which is automatically self-initiated to track the speed of any moving object within its range of focus. The performance of the model was evaluated using metrics such as recognition accuracy, positive prediction value, negative prediction value, specificity and sensitivity. A tracking accuracy of 82% was achieved.
How important is technology in education?archana cks
Technology is slowly and steadily making a foray in education. Knowledge is no more limited to books and the use of platforms such as websites, apps, videos, live chats, etc.,
source <> http://www.edubilla.com/blog/how-important-is-technology-in-education-/
This document discusses using augmented reality to teach chemistry. It begins by defining augmented reality and describing how AR overlays digital content onto the real world. Several student projects that use AR for education, games, and interior design are then outlined. The document focuses on an AR chemistry learning application that allows users to learn about elements and chemical combinations in an interactive way using mobile devices. It describes the architecture and components of the chemistry AR app and provides screenshots of its different learning modes. An evaluation of the app found that both students and professors were able to easily complete tasks and that it reduced student stress compared to traditional learning methods. The document concludes that AR has advantages for education by making content portable and interactive in a way that engages learners
This document discusses learning analytics and summarizes the work of Professor Alexandra Cristea. It provides information on her research group, which uses learning analytics to improve education through collecting student data and detecting learning patterns. Specifically, it discusses using analytics to predict student dropout in MOOCs and develop personalized learning systems. It also summarizes Professor Cristea's work on visualizing social learning and building predictive models from student data.
Presentation by Olaf Zawacki-Richter, University of Oldenburg, Senior EDEN Fellow, at the 2019 European Distance Learning Week's fourth-day webinar on "Artificial Intelligence (AI) in Higher Education" - 14 November 2019
Recording of the discussion is available: https://eden-online.adobeconnect.com/p7d4zev81s1s/ & https://www.youtube.com/watch?v=4eebqKEIcM8
The Careers Application was created by the COMET Lab to help high school students explore different majors and courses offered at the School of Informatics and Computing. The app asks students a series of multiple choice questions about their interests and uses their responses to calculate suitable major suggestions. It is an iOS application that communicates with a PHP server application over the internet using JSON to store student responses, calculate matches, and return course suggestions.
Artificial intelligence (AI) is making headlines in newsrooms across the world. One of the latest trends we’ve seen is in the education system, and it’s made many people wary of the ramifications that using Artificial Intelligence in the classroom will have.
While AI can never replace human teachers, it can play a great role in the classroom. Read on to learn more.
Tyson Greer - Mobile Edugame Market Innovations 2014SeriousGamesAssoc
This session will discuss key findings about mobile edugame innovations from Ambient Insight’s latest Game-based Learning, Location-based Learning, Digital English Language Learning, Healthcare, and Mobile Learning market research. The presentation delivers an overview of the demand for mobile Game-based Learning, funding and revenue opportunities for suppliers, distribution and business models, as well as market-changing trends. It will focus primarily on North America and include edugame innovations in digital English language learning, health and wellness, education, and tourism around the world. But who is buying? Consumers certainly dominate the edugame market, but what do they want from a mobile edugame and which edugame product types dominate which market segments? This session will answer those questions and provide compelling examples of innovative mobile serious game products and services of interest to developers, publishers, resellers, and suppliers.
A Model for Car Plate Recognition & Speed Tracking (CPR-STS) using Machine Le...CSCJournals
The transportation challenges experienced in major cities as a result of influx of people in search of greener pastures is increasing on a daily basis. This results in an increase in the number of cars plying and competing for driving space on narrow roads. Many drivers violate traffic laws as a result of this and how to prosecute them without chasing them remains an issue to be addressed. Therefore, this research presents a model that can be used to solve this challenge using machine learning algorithms. The model consists of recognition modules such as image acquisition, Gaussian blur, localization of car plate, character segmentation and optical character recognition of car plate. K-NN Algorithm was used for training licensed plate font type spanning A-Z and 0-9 while the speed tracking module used a camera which is automatically self-initiated to track the speed of any moving object within its range of focus. The performance of the model was evaluated using metrics such as recognition accuracy, positive prediction value, negative prediction value, specificity and sensitivity. A tracking accuracy of 82% was achieved.
How important is technology in education?archana cks
Technology is slowly and steadily making a foray in education. Knowledge is no more limited to books and the use of platforms such as websites, apps, videos, live chats, etc.,
source <> http://www.edubilla.com/blog/how-important-is-technology-in-education-/
The Pedagogical Potential of Augmented Reality Appsinventionjournals
International Journal of Engineering and Science Invention (IJESI) is an international journal intended for professionals and researchers in all fields of computer science and electronics. IJESI publishes research articles and reviews within the whole field Engineering Science and Technology, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online.
MOBILE AUGMENTED REALITY APPLICATION FOR PRIMARY SCHOOL EDUCATIONijma
Mobile-based Augmented Reality (AR) has grown rapidly in various sectors including an education field. This technology has supported in facilitating users to perform daily tasks such as tools in teaching and learning. However, in teaching and learning activities still practise a traditional method by using books that have caused students feel bored and cannot focus in the activities. Therefore, with the advent of ‘BelajarBacaanSolat’ using Augmented Reality (AR-BBS) application these students can utilize this to improve students' level of understanding as well as attract them to stay focus in the learning. The objective of this project was to help the primary school students to study an Islamic subject namely Kelas al-Quran dan Fardu Ain (KAFA). In addition, this project can also benefit to KAFA teachers in teaching student more effectively. This research focus on the topic of “BacaanSolat” in prayer. The framework proposed in this research contains three items including entity, platform and content. In conclusion, this project can help student especially KAFA student learn more efficiently. It is believed that this application can help the students to improve their skills and attract to learn KAFA effectively.
International Journal of Multimedia & Its Applications (IJMA)ijma
The International Journal of Multimedia & Its Applications (IJMA) is a bi monthly open access peer-reviewed journal that publishes articles which contribute new results in all areas of the Multimedia & its applications. The journal focuses on all technical and practical aspects of Multimedia and its applications. The goal of this journal is to bring together researchers and practitioners from academia and industry to focus on understanding recent developments this arena, and establishing new collaborations in these areas.
International Journal of Multimedia & Its Applications (IJMA)ijma
Call for Papers
*****************
International Journal of Multimedia & Its Applications (IJMA)
Contact Us : ijmajournal@airccse.org or ijma@aircconline.com
Submission Deadline : February 18, 2023
website link : https://airccse.org/journal/ijma.html
The International Journal of Multimedia & Its Applications (IJMA)ijma
The International Journal of Multimedia & Its Applications (IJMA)
is a bi monthlyopen access peer-reviewed journal that publishes articles which contribute new results inall areas of the Multimedia & its applications. The journal focuses on all technical andpractical aspects of Multimedia and its applications. The goal of this journal is to bringtogether researchers and practitioners from academia and industry to focus onunderstanding recent developments this arena, and establishing new collaborations inthese areas.
In this experimental study, AR book app is used to improve student learning outcome of kindergarten in animal introduction subject. AR book app is an application based on Augmented Reality (AR) technology that adapts the kindergarten curriculum in Indonesia. AR book app has included 3D view and animal video. 3D based learning makes it easy for students to visualize learning materials and video based learning to makes students give attention when learning activity. In a field experiment at kindergarten, 111 kindergarten students was divided into two groups participated in learning activity that using different learning media. The two groups were group A and group B. Group A is an experimental group which taught using Augmented Reality (AR) book app. Group B is control group which taught using group note methods. Experimental result showed that students’ performance in learning improved significantly by using Augmented Reality (AR) book app media. In this study, students indicated that the experimental group learning outcome is better than the control group.
This document summarizes a study that investigated how children ages 5-10 interact with and perform using different augmented reality (AR) interaction techniques on a handheld device. The study compared two selection techniques (finger selection vs. crosshair selection) and whether movement/perspective change was required. Results showed finger selection was faster, and interactions requiring movement took longer and had more errors. Performance was also correlated with developmental tests, showing relationships between AR performance and spatial, construction and motor skills. The study aims to provide guidelines for designing age-appropriate AR experiences for children.
Literature informed Pedagogy of VR and AR in Medical EducationPoh-Sun Goh
The document summarizes literature on the pedagogy of virtual reality (VR) and augmented reality (AR) in medical education. It discusses several learning theories and models that can inform the design of VR and AR experiences, including TPACK, SAMR, and jobs-to-be-done models. Studies have found that VR and AR can increase student engagement and motivation, but more research is needed on their impact on learning outcomes. The document also raises questions about whether engagement necessarily leads to learning and how to balance realism with costs. Several medical schools are piloting the use of VR and AR technologies like HoloLens to teach anatomy.
AN APPLICATION OF PHYSICS EXPERIMENTS OF HIGH SCHOOL BY USING AUGMENTED REALITYijseajournal
There has been done little research to validate the utility and usability of virtual and augmented reality
environments. The evaluation of usability of these new technologies is very important to design systems that
are more intuitive than a traditional method. Such an evaluation is also important for future development
of applications that can gain from this new technology. The augmented reality (AR) is a technology that
embedded virtual object (video, picture and 3D object) to the user view the real world. The combination of
AR technology with the educational content creates new type of automated applications and acts to
enhance the effectiveness and attractiveness of teaching and learning for students in real life scenarios. The
study aims to improve the teaching methods used in secondary school by employing modern educational
technology and thus assess the effectiveness of AR apps in teaching students the physics experiments.
Therefore, in this study we took the challenge of adapting this technology to facilitate physics subject in
secondary school.
1 Your paper should include the page number in the VannaJoy20
1
Your paper should include the
page number in the upper
right hand portion of every
page. This can be easily
achieved by going to “Insert,”
“Page Number,” “Top of
Page,” and then selecting
“Plain Number 3.”
Integration of Mobile Apps into Education
Student Name
Columbia Southern University
Course Name
Instructor Name
Date
SAMPLE RESEARCH PAPER
APA 7th edition allows for a variety of different font choices for papers. Options include Times
New Roman (size 12), Calibri (size 11), Arial (size 11), Lucida Sans Unicode (size 10), and Georgia
(size 11). This example paper is written in Times New Roman, size 12. The same font and font
size should be used throughout the entire paper.
2
Integration of Mobile Apps into Education
Technology has become an important element in almost every aspect of people’s lives. It
has been integrated into the educational process over and over again throughout the years and
has given newer and better tools to help facilitate learning. One such tool, the Internet, has given
the area of distance education digital steroids that have propelled online learning into a major
league status. In keeping up with emerging technologies, schools are now hoping to incorporate
mobile learning into both their traditional and distance classes in order to enhance the learning
experience (Wankel &Blessinger, 2013). The question for educators becomes whether mobile
apps are valid and valuable tools or are just unneeded additions to their curriculums. Educators
should use any tool that will benefit the learners, including mobile apps.
Pros of the Issue
People email on their phones, shop on their phones, and look for the best gas prices on
their phones. Anything someone can do on his or her computer, he or she can do on his or her
phone. In most professions, it would be difficult to succeed without a mobile device. It allows
for more efficient work. To facilitate learning, one might ask why not access and use all that
mobile technology has to offer. Wankel and Blessinger (2013) discuss the flexibility of mobile
learning. Learners can access the information anywhere. This gives the learner more control.
Ahmed and Kaur (2017) list one benefit as being the game-like quality of apps, which may make
learning seem more interesting. Roy (2017) also mentions games as a benefit because they
provide the information in a new way. Looi et al. (as cited in Ahmed and Kaur, 2017) argue that
mobile apps might help students connect with each other by allowing them to discuss their
experiences, which will make the learning more student-focused.
The full title of the
paper is repeated here,
bolded and centered.
When paraphrasing
information, text citations
should include the author(s)
and the year of publication. If
no year is available, use n.d.
for no date within the
parentheses.
This is a level one heading. It
should be centered ...
Virtual Reality, Simulations and Serious Games: What is out there and where s...Richard Stals
At last year’s teaching and learning conference I ran a session looking at how the combination of the Unity3D game development platform, the SCORM standard and Blackboard provides a bleeding-edge, creative and innovative outlet within a stable and managed Learning Management System.
This year I am inviting all you designers and coders, thinkers and tinkerers, innovators and creators to accelerate the use of immersive 3D and 2D serious games and simulations in all of our organisations. We will begin with a survey of the current technology being used around our region and then we will explore ideas for innovative and collaborative projects that can be pursued over the coming year.
The goal of this session is to collect together our project ideas and connect people who are willing and able to see these projects become reality and have them deployed within Blackboard Learn and Moodle.
Learn Colors and Shapes for Toddler (AR)Aeyna Azmi
This document provides an overview of a proposed augmented reality application for toddlers to learn colors and shapes. The application would use marker-based augmented reality to allow toddlers to scan flashcards and see 3D virtual objects representing the colors and shapes. The document outlines the objectives, scope, methodology using the ADDIE model, framework, and a proof of concept using Unity and Maya 3D to develop interactive flashcards and virtual objects for toddlers to learn colors and shapes through augmented reality in an engaging way.
Optimising mobile experiences - Online Educa Berlin 7th December 2018Zac Woolfitt
Technology in the class in the form of laptops, tablets and smartphones connect the student to the outside world as part of the learning process. Technology can both support the student learning but can also be a source of distraction. Research has focused on the distractive nature of technology in class such as laptops (Fried, 2008; Ravizza, Uitvlugt, & Fenn, 2017; Sana, Weston, & Cepeda, 2013). However, this study will focus specifically on smartphones in the class for the following reasons. Almost every college student in the Netherlands brings a smartphone with them to class, the smartphones are physically close to the student throughout the day which can lead to behaviour that makes it particularly difficult to disconnect from social networks. Students are more likely to view them as leisure devices (Lepp, Li, Barkley, & Salehi-Esfahani, 2015) which blurs the lines when this ‘leisure’ device is brought into the study environment of the classroom. The close (physical) relationship that students have with their smartphones (Echenique, Molías, & Bullen, 2015) can lead to additional stress when they are separated from them (Tams, Legoux, & Léger, 2018) referred to as Nomophobia, the fear of not having one’s smartphone (Aguilera-Manrique et al., 2018) and stress through Fear of Missing out (Beuningen & Kloosteram, 2018; Rosen, 2016). In some cases smartphone use can tend towards addiction (Montag & Reuter, 2017) which has been shown to be negatively related to academic performance (Baert, Vujic, Amez, & Claeskens, 2018; Felisoni & Godoi, 2018; Junco & Cotten, 2012; Lepp, Barkley, & Karpinski, 2015; Samaha & Hawi, 2016) since while smartphones can be a tool to support the learning processes, they can also be a source of distraction in the class (Beland & Murphy, 2015; Carrier, Rosen, Cheever, & Lim, 2015; Flanigan & Babchuk, 2015; Mendoza, Pody, Lee, Kim, & McDonough, 2018; Tindell & Bohlander, 2012). The human brain is vulnerable to distraction (Gazzaley & Rosen, 2016) and although students may consider they are ‘multi-tasking’ (Kirschner & Bruyckere, 2017), they are in fact task-switching which leads to inefficiency in task performance due to a strain on limited cognitive resources (Kirschner & van Merriënboer, 2013) and those who task-switch the most often overestimate their ability to do so (Ophir, Nass, & Wagner, 2009) with negative consequences for their study results (Carrier et al., 2015; Rosen, Carrier, & Cheever, 2013).
Augmented reality: effect on conceptual change of scientificjournalBEEI
In recent years, Augmented Reality (AR) has received increasing emphasis and researchers gradually promote it Over the worlds. With the unique abilities to generate virtual objects over the real-world environment, it can enhance user perception. Although AR recognised for their enormous positive impacts, there are still a ton of matters waiting to be discovered. Research studies on AR toward conceptual change, specifically in scientific concept, are particularly limited. Therefore, this research aims to investigate the effect of integrating AR on conceptual change in scientific concepts. Thirty-four primary school students participated in the study. A pre-test and post-test were used to assess participants’ understanding of the scientific concepts before and after learning through AR. The findings demonstrated that 82% among them had misconceptions about the scientific concepts before learning through AR. However, most of them (around 88%) able to correct their misconceptions and shifted to have a scientific conceptual understanding after learning through AR. These findings indicate that AR was effective to be integrated into education to facilitate conceptual change.
Augmented Reality in Education: How AR is Shaping the Future of Learning?.pdfDark Bears
Technologies and science have opened the floodgates of opportunities for humanity. It has made our lives more convenient, comfortable, and easy by offering brilliant applications in healthcare, retail, communication, learning, and education.
This document describes Intan Zulailka Binti Rahimi's final year project to develop an augmented reality application called "Discovery Natural Satellites Of The Solar System". The project aims to help users learn about and interact with models of natural satellites in an interactive way. It will use marker-based augmented reality techniques to display 3D models and provide information about satellites. The target users are teachers and students who can learn about satellites in a more engaging and visualized manner compared to traditional manuals. The application is being developed for Android devices and will include zooming and rotating satellite models as well as information in different languages. Literature on existing augmented reality applications and techniques was reviewed to inform the project methodology and development.
HICSS ATLT: Advances in Teaching and Learning TechnologiesOlga Scrivner
The document summarizes recent research presented at the Hawaii International Conference on System Sciences related to using virtual and augmented reality technologies in education. Key points discussed include the potential of these technologies to enhance learning through immersive experiences, interaction, and customized instruction. Several studies examined how virtual reality can support different levels of learning and topics. Design principles for virtual reality learning emphasized aligning the technology with learning objectives and incorporating interactivity, motivation, and multi-sensory experiences.
TOP CITED ARTICLES - The International Journal of Multimedia & Its Applicatio...ijma
The International Journal of Multimedia & Its Applications (IJMA) is a bi monthly open access peer-reviewed journal that publishes articles which contribute new results in all areas of the Multimedia & its applications. The journal focuses on all technical and practical aspects of Multimedia and its applications. The goal of this journal is to bring together researchers and practitioners from academia and industry to focus on understanding recent developments this arena, and establishing new collaborations in these areas.
3D Object Tracking And Manipulation In Augmented RealitySabrina Ball
This document discusses a proposed system for 3D object tracking and manipulation in augmented reality. The system would use augmented reality on smartphones to display 3D objects using printed images without complicated equipment. This would help accelerate learning and understanding of concepts. Unity graphics engine and Vuforia would be used to track fiducial markers and map 3D models to the markers. Users could interact with and observe animations of 3D product models to better understand their workings. The system aims to improve learning for consumers and workers by creating interactive 3D manuals.
In this presentation, we can see how we can use artificial intelligence in software engineering to develop faster and more efficient projects of the best quality.
1) The document describes an augmented reality application called AREasyCooking that allows users to identify ingredients using computer vision, find recipes based on available ingredients, and view instructional cooking videos that can be controlled using eye or voice commands.
2) The application was tested by users who were able to correctly identify ingredients using augmented reality or barcode scanning over 90% of the time on average.
3) When selecting recipes, users found the proper one in the first page of results about 80% of the time.
The Pedagogical Potential of Augmented Reality Appsinventionjournals
International Journal of Engineering and Science Invention (IJESI) is an international journal intended for professionals and researchers in all fields of computer science and electronics. IJESI publishes research articles and reviews within the whole field Engineering Science and Technology, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online.
MOBILE AUGMENTED REALITY APPLICATION FOR PRIMARY SCHOOL EDUCATIONijma
Mobile-based Augmented Reality (AR) has grown rapidly in various sectors including an education field. This technology has supported in facilitating users to perform daily tasks such as tools in teaching and learning. However, in teaching and learning activities still practise a traditional method by using books that have caused students feel bored and cannot focus in the activities. Therefore, with the advent of ‘BelajarBacaanSolat’ using Augmented Reality (AR-BBS) application these students can utilize this to improve students' level of understanding as well as attract them to stay focus in the learning. The objective of this project was to help the primary school students to study an Islamic subject namely Kelas al-Quran dan Fardu Ain (KAFA). In addition, this project can also benefit to KAFA teachers in teaching student more effectively. This research focus on the topic of “BacaanSolat” in prayer. The framework proposed in this research contains three items including entity, platform and content. In conclusion, this project can help student especially KAFA student learn more efficiently. It is believed that this application can help the students to improve their skills and attract to learn KAFA effectively.
International Journal of Multimedia & Its Applications (IJMA)ijma
The International Journal of Multimedia & Its Applications (IJMA) is a bi monthly open access peer-reviewed journal that publishes articles which contribute new results in all areas of the Multimedia & its applications. The journal focuses on all technical and practical aspects of Multimedia and its applications. The goal of this journal is to bring together researchers and practitioners from academia and industry to focus on understanding recent developments this arena, and establishing new collaborations in these areas.
International Journal of Multimedia & Its Applications (IJMA)ijma
Call for Papers
*****************
International Journal of Multimedia & Its Applications (IJMA)
Contact Us : ijmajournal@airccse.org or ijma@aircconline.com
Submission Deadline : February 18, 2023
website link : https://airccse.org/journal/ijma.html
The International Journal of Multimedia & Its Applications (IJMA)ijma
The International Journal of Multimedia & Its Applications (IJMA)
is a bi monthlyopen access peer-reviewed journal that publishes articles which contribute new results inall areas of the Multimedia & its applications. The journal focuses on all technical andpractical aspects of Multimedia and its applications. The goal of this journal is to bringtogether researchers and practitioners from academia and industry to focus onunderstanding recent developments this arena, and establishing new collaborations inthese areas.
In this experimental study, AR book app is used to improve student learning outcome of kindergarten in animal introduction subject. AR book app is an application based on Augmented Reality (AR) technology that adapts the kindergarten curriculum in Indonesia. AR book app has included 3D view and animal video. 3D based learning makes it easy for students to visualize learning materials and video based learning to makes students give attention when learning activity. In a field experiment at kindergarten, 111 kindergarten students was divided into two groups participated in learning activity that using different learning media. The two groups were group A and group B. Group A is an experimental group which taught using Augmented Reality (AR) book app. Group B is control group which taught using group note methods. Experimental result showed that students’ performance in learning improved significantly by using Augmented Reality (AR) book app media. In this study, students indicated that the experimental group learning outcome is better than the control group.
This document summarizes a study that investigated how children ages 5-10 interact with and perform using different augmented reality (AR) interaction techniques on a handheld device. The study compared two selection techniques (finger selection vs. crosshair selection) and whether movement/perspective change was required. Results showed finger selection was faster, and interactions requiring movement took longer and had more errors. Performance was also correlated with developmental tests, showing relationships between AR performance and spatial, construction and motor skills. The study aims to provide guidelines for designing age-appropriate AR experiences for children.
Literature informed Pedagogy of VR and AR in Medical EducationPoh-Sun Goh
The document summarizes literature on the pedagogy of virtual reality (VR) and augmented reality (AR) in medical education. It discusses several learning theories and models that can inform the design of VR and AR experiences, including TPACK, SAMR, and jobs-to-be-done models. Studies have found that VR and AR can increase student engagement and motivation, but more research is needed on their impact on learning outcomes. The document also raises questions about whether engagement necessarily leads to learning and how to balance realism with costs. Several medical schools are piloting the use of VR and AR technologies like HoloLens to teach anatomy.
AN APPLICATION OF PHYSICS EXPERIMENTS OF HIGH SCHOOL BY USING AUGMENTED REALITYijseajournal
There has been done little research to validate the utility and usability of virtual and augmented reality
environments. The evaluation of usability of these new technologies is very important to design systems that
are more intuitive than a traditional method. Such an evaluation is also important for future development
of applications that can gain from this new technology. The augmented reality (AR) is a technology that
embedded virtual object (video, picture and 3D object) to the user view the real world. The combination of
AR technology with the educational content creates new type of automated applications and acts to
enhance the effectiveness and attractiveness of teaching and learning for students in real life scenarios. The
study aims to improve the teaching methods used in secondary school by employing modern educational
technology and thus assess the effectiveness of AR apps in teaching students the physics experiments.
Therefore, in this study we took the challenge of adapting this technology to facilitate physics subject in
secondary school.
1 Your paper should include the page number in the VannaJoy20
1
Your paper should include the
page number in the upper
right hand portion of every
page. This can be easily
achieved by going to “Insert,”
“Page Number,” “Top of
Page,” and then selecting
“Plain Number 3.”
Integration of Mobile Apps into Education
Student Name
Columbia Southern University
Course Name
Instructor Name
Date
SAMPLE RESEARCH PAPER
APA 7th edition allows for a variety of different font choices for papers. Options include Times
New Roman (size 12), Calibri (size 11), Arial (size 11), Lucida Sans Unicode (size 10), and Georgia
(size 11). This example paper is written in Times New Roman, size 12. The same font and font
size should be used throughout the entire paper.
2
Integration of Mobile Apps into Education
Technology has become an important element in almost every aspect of people’s lives. It
has been integrated into the educational process over and over again throughout the years and
has given newer and better tools to help facilitate learning. One such tool, the Internet, has given
the area of distance education digital steroids that have propelled online learning into a major
league status. In keeping up with emerging technologies, schools are now hoping to incorporate
mobile learning into both their traditional and distance classes in order to enhance the learning
experience (Wankel &Blessinger, 2013). The question for educators becomes whether mobile
apps are valid and valuable tools or are just unneeded additions to their curriculums. Educators
should use any tool that will benefit the learners, including mobile apps.
Pros of the Issue
People email on their phones, shop on their phones, and look for the best gas prices on
their phones. Anything someone can do on his or her computer, he or she can do on his or her
phone. In most professions, it would be difficult to succeed without a mobile device. It allows
for more efficient work. To facilitate learning, one might ask why not access and use all that
mobile technology has to offer. Wankel and Blessinger (2013) discuss the flexibility of mobile
learning. Learners can access the information anywhere. This gives the learner more control.
Ahmed and Kaur (2017) list one benefit as being the game-like quality of apps, which may make
learning seem more interesting. Roy (2017) also mentions games as a benefit because they
provide the information in a new way. Looi et al. (as cited in Ahmed and Kaur, 2017) argue that
mobile apps might help students connect with each other by allowing them to discuss their
experiences, which will make the learning more student-focused.
The full title of the
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Virtual Reality, Simulations and Serious Games: What is out there and where s...Richard Stals
At last year’s teaching and learning conference I ran a session looking at how the combination of the Unity3D game development platform, the SCORM standard and Blackboard provides a bleeding-edge, creative and innovative outlet within a stable and managed Learning Management System.
This year I am inviting all you designers and coders, thinkers and tinkerers, innovators and creators to accelerate the use of immersive 3D and 2D serious games and simulations in all of our organisations. We will begin with a survey of the current technology being used around our region and then we will explore ideas for innovative and collaborative projects that can be pursued over the coming year.
The goal of this session is to collect together our project ideas and connect people who are willing and able to see these projects become reality and have them deployed within Blackboard Learn and Moodle.
Learn Colors and Shapes for Toddler (AR)Aeyna Azmi
This document provides an overview of a proposed augmented reality application for toddlers to learn colors and shapes. The application would use marker-based augmented reality to allow toddlers to scan flashcards and see 3D virtual objects representing the colors and shapes. The document outlines the objectives, scope, methodology using the ADDIE model, framework, and a proof of concept using Unity and Maya 3D to develop interactive flashcards and virtual objects for toddlers to learn colors and shapes through augmented reality in an engaging way.
Optimising mobile experiences - Online Educa Berlin 7th December 2018Zac Woolfitt
Technology in the class in the form of laptops, tablets and smartphones connect the student to the outside world as part of the learning process. Technology can both support the student learning but can also be a source of distraction. Research has focused on the distractive nature of technology in class such as laptops (Fried, 2008; Ravizza, Uitvlugt, & Fenn, 2017; Sana, Weston, & Cepeda, 2013). However, this study will focus specifically on smartphones in the class for the following reasons. Almost every college student in the Netherlands brings a smartphone with them to class, the smartphones are physically close to the student throughout the day which can lead to behaviour that makes it particularly difficult to disconnect from social networks. Students are more likely to view them as leisure devices (Lepp, Li, Barkley, & Salehi-Esfahani, 2015) which blurs the lines when this ‘leisure’ device is brought into the study environment of the classroom. The close (physical) relationship that students have with their smartphones (Echenique, Molías, & Bullen, 2015) can lead to additional stress when they are separated from them (Tams, Legoux, & Léger, 2018) referred to as Nomophobia, the fear of not having one’s smartphone (Aguilera-Manrique et al., 2018) and stress through Fear of Missing out (Beuningen & Kloosteram, 2018; Rosen, 2016). In some cases smartphone use can tend towards addiction (Montag & Reuter, 2017) which has been shown to be negatively related to academic performance (Baert, Vujic, Amez, & Claeskens, 2018; Felisoni & Godoi, 2018; Junco & Cotten, 2012; Lepp, Barkley, & Karpinski, 2015; Samaha & Hawi, 2016) since while smartphones can be a tool to support the learning processes, they can also be a source of distraction in the class (Beland & Murphy, 2015; Carrier, Rosen, Cheever, & Lim, 2015; Flanigan & Babchuk, 2015; Mendoza, Pody, Lee, Kim, & McDonough, 2018; Tindell & Bohlander, 2012). The human brain is vulnerable to distraction (Gazzaley & Rosen, 2016) and although students may consider they are ‘multi-tasking’ (Kirschner & Bruyckere, 2017), they are in fact task-switching which leads to inefficiency in task performance due to a strain on limited cognitive resources (Kirschner & van Merriënboer, 2013) and those who task-switch the most often overestimate their ability to do so (Ophir, Nass, & Wagner, 2009) with negative consequences for their study results (Carrier et al., 2015; Rosen, Carrier, & Cheever, 2013).
Augmented reality: effect on conceptual change of scientificjournalBEEI
In recent years, Augmented Reality (AR) has received increasing emphasis and researchers gradually promote it Over the worlds. With the unique abilities to generate virtual objects over the real-world environment, it can enhance user perception. Although AR recognised for their enormous positive impacts, there are still a ton of matters waiting to be discovered. Research studies on AR toward conceptual change, specifically in scientific concept, are particularly limited. Therefore, this research aims to investigate the effect of integrating AR on conceptual change in scientific concepts. Thirty-four primary school students participated in the study. A pre-test and post-test were used to assess participants’ understanding of the scientific concepts before and after learning through AR. The findings demonstrated that 82% among them had misconceptions about the scientific concepts before learning through AR. However, most of them (around 88%) able to correct their misconceptions and shifted to have a scientific conceptual understanding after learning through AR. These findings indicate that AR was effective to be integrated into education to facilitate conceptual change.
Augmented Reality in Education: How AR is Shaping the Future of Learning?.pdfDark Bears
Technologies and science have opened the floodgates of opportunities for humanity. It has made our lives more convenient, comfortable, and easy by offering brilliant applications in healthcare, retail, communication, learning, and education.
This document describes Intan Zulailka Binti Rahimi's final year project to develop an augmented reality application called "Discovery Natural Satellites Of The Solar System". The project aims to help users learn about and interact with models of natural satellites in an interactive way. It will use marker-based augmented reality techniques to display 3D models and provide information about satellites. The target users are teachers and students who can learn about satellites in a more engaging and visualized manner compared to traditional manuals. The application is being developed for Android devices and will include zooming and rotating satellite models as well as information in different languages. Literature on existing augmented reality applications and techniques was reviewed to inform the project methodology and development.
HICSS ATLT: Advances in Teaching and Learning TechnologiesOlga Scrivner
The document summarizes recent research presented at the Hawaii International Conference on System Sciences related to using virtual and augmented reality technologies in education. Key points discussed include the potential of these technologies to enhance learning through immersive experiences, interaction, and customized instruction. Several studies examined how virtual reality can support different levels of learning and topics. Design principles for virtual reality learning emphasized aligning the technology with learning objectives and incorporating interactivity, motivation, and multi-sensory experiences.
TOP CITED ARTICLES - The International Journal of Multimedia & Its Applicatio...ijma
The International Journal of Multimedia & Its Applications (IJMA) is a bi monthly open access peer-reviewed journal that publishes articles which contribute new results in all areas of the Multimedia & its applications. The journal focuses on all technical and practical aspects of Multimedia and its applications. The goal of this journal is to bring together researchers and practitioners from academia and industry to focus on understanding recent developments this arena, and establishing new collaborations in these areas.
3D Object Tracking And Manipulation In Augmented RealitySabrina Ball
This document discusses a proposed system for 3D object tracking and manipulation in augmented reality. The system would use augmented reality on smartphones to display 3D objects using printed images without complicated equipment. This would help accelerate learning and understanding of concepts. Unity graphics engine and Vuforia would be used to track fiducial markers and map 3D models to the markers. Users could interact with and observe animations of 3D product models to better understand their workings. The system aims to improve learning for consumers and workers by creating interactive 3D manuals.
In this presentation, we can see how we can use artificial intelligence in software engineering to develop faster and more efficient projects of the best quality.
1) The document describes an augmented reality application called AREasyCooking that allows users to identify ingredients using computer vision, find recipes based on available ingredients, and view instructional cooking videos that can be controlled using eye or voice commands.
2) The application was tested by users who were able to correctly identify ingredients using augmented reality or barcode scanning over 90% of the time on average.
3) When selecting recipes, users found the proper one in the first page of results about 80% of the time.
The habilitation thesis presents two main directions:
1. Exploiting data from social networks (Twitter, Facebook, Flickr, etc.) - creating resources for text and image processing (classification, retrieval, credibility, diversification, etc.);
2. Creating applications with new technologies: augmented reality (eLearning, games, smart museums, gastronomy, etc.), virtual reality (eLearning and games), speech processing with Amazon Alexa (eLearning, entertainment, IoT, etc.).
The work was validated with good results in evaluation campaigns like CLEF (Question Answering, Image CLEF, LifeCLEF, etc.), SemEval (Sentiment and Emotion in text, Anorexia, etc.).
The MUCKE project aims to develop an image retrieval framework. It involves processing text and images to extract concepts and annotate images with semantic information. The project collects large datasets of images and text and processes the data using entity recognition, concept similarity, and image description techniques. It also aims to provide diversified search results by exploiting the hierarchical structure of the YAGO ontology. A demonstration of the image annotation and retrieval capabilities is shown.
This document summarizes a presentation given at the ICCCC 2012 conference in Băile Felix, Romania. It discusses the development of a system to analyze online data related to street protests in Romania from January 2012. The system crawls RSS feeds, identifies topics using LDA, extracts named entities like streets and locations, performs sentiment analysis, and visualizes the results using Google Maps. The summaries aim to provide an overview of the system and highlight its ability to adapt to different crisis situations.
The document discusses several existing augmented reality (AR) applications and proposes a prototype AR framework. It describes key AR features like shape recognition, depth detection and rendering. The proposed framework includes client and server components with services for depth detection, shape recognition and storing 3D models. Test results showed the framework could render 90 objects in under 4 seconds on the client side and fulfill requests for 1000 simultaneous users in under half a second on the server side, demonstrating it is a good starting point for developing AR applications.
The document discusses internet monitoring and identifying user opinions from text. It describes building resources for sentiment analysis in Romanian and experiments on classifying opinions on several topics from Romanian texts with around 44% accuracy. A case study on wiretapping opinions found more negative than positive views, focused on recent laws and the Romanian intelligence agency.
The paper presents a system for identifying and classifying Romanian named entities using rules and lists of resources. The system distinguishes between 14 main entity types including person, organization, location. It achieved 66.73% accuracy on a test set, with errors mostly due to unknown entities and interchangeable types like publication and product. Future work will focus on common word disambiguation and incorporating anaphora resolution.
The document summarizes a group's participation in CLEF exercises for question answering tasks on Romanian and English documents from 2006-2010. It describes their system components, including background knowledge indexing, answer extraction, and results. Their 2011 system achieved an overall accuracy of 0.25 for Romanian and 0.21 for English, showing improvement over previous years but still needing ways to better select answers and handle numerical values and named entities.
This document describes a system that identifies human experts from domains of interest using Yahoo! Answers data. It presents 3 runs of the system using different approaches: 1) considering keywords and synonyms, 2) only keywords, and 3) just the provided user-question digraph. Run 0 and 2 performed best with Run 2 unexpectedly obtaining good results just using the digraph. Future work includes handling multilinguality better to identify the best experts across languages.
This document summarizes a question answering system that can process questions in Romanian, English, and French. It discusses the system components, results from evaluation exercises from 2006 to 2010, and applications of the question answering system in eLearning, robotics, and identifying experts. The system uses Lucene for information retrieval and extracts answers using specialized modules depending on the question type. Evaluation results showed improvement over time from 9.47% correct answers in 2006 to 47.5% in 2010.
The document describes a 7-step method for restoring diacritics to Romanian text using web-found contexts. Step 1 splits text into words and sentences. Step 2 searches a database for possible diacritic variants of words. Steps 3-5 build queries to search the web, download relevant pages, and identify files with correct diacritics. Step 6 identifies the most appropriate form for words with multiple forms. Step 7 improves context using backward, forward, and maximization rules. The method achieved accuracy similar to existing systems but has the advantage of using free resources and tools.
The document discusses the author's participation in the RTE4 competition using a 3-way entailment system. The system achieved 68.5% accuracy in the competition using various rules for identifying entailment, contradiction, and unknown cases. The system utilizes resources like WordNet, VerbOcean, and DIRT. It is also applicable to question answering systems, achieving good results in previous QA competitions and the AVE evaluation exercise.
1. The document describes a textual entailment system that uses hypothesis transformation and semantic variability rules.
2. The system uses tools like LingPipe for named entity recognition and MINIPAR for dependency parsing. It integrates resources like DIRT, WordNet, and acronym/background knowledge databases.
3. The system calculates fitness scores for hypothesis-text pairs by comparing their dependency trees based on local and extended local fitness values. It determines textual entailment based on a global threshold.
The document describes improving a question answering system for Romanian using textual entailment. It discusses adapting an English textual entailment system to Romanian by using GATE for named entity recognition and developing resources like an acronym database and background knowledge from Wikipedia. It also explains how the textual entailment system is used to rank possible answers by checking the entailment between question patterns and sentences containing answers. The system achieved a 5% improvement in precision over the question answering system without textual entailment.
The document summarizes a distributed architecture system for recognizing textual entailment. The system uses a peer-to-peer network with caching mechanisms to improve speed. It transforms text and hypotheses into dependency trees using tools like LingPipe and MINIPAR. Resources like DIRT, WordNet, Wikipedia and an acronym database are used to calculate the fitness between text and hypothesis for determining entailment. The system achieved third place in the 2007 RTE competition with an accuracy of 69.13%.
1) The document proposes using a peer-to-peer network model called Content Addressable Network (CAN) to solve the graph coloring problem in a distributed manner to reduce computational time.
2) It describes how CAN works as a virtual coordinate space and how nodes are inserted.
3) It then explains the graph coloring problem and presents a recursive algorithm that divides the problem among peer nodes, combines partial solutions, and resolves conflicts to find the final solution.
The document describes a formalization of peer-to-peer systems based on content addressable networks (CAN). It presents a formal description of a CAN-based peer-to-peer system using a variant of distributed pi-calculus called P2P pi-calculus. It defines a new bisimulation called "go-bisimulation" and proves some related results. It also discusses representing CAN regions and the problem of moving between regions to reach a destination node.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
1. Enhancing the Attractiveness of
Learning through Augmented Reality
Adrian Iftene, Dragoș Silion
adiftene@info.uaic.ro, dragos.silion@gmail.com
18 September 2019, Iasi, Romania
Alexandru Ioan Cuza University of Iasi
Faculty of Computer Science
2. Content
Augmented reality
What is augmented reality?
Domains of augmented reality
Lessons for the Primary and Secondary Cycles
ARBio Application
GeoAR Application
Developing Communication Skills and Teamwork
Supporting Ships in the Air
Hunting Treasure
Conclusions
Bibliography
3. What is “augmented reality”?
Augmented Reality (AR) content can be accessed by scanning or viewing a trigger image with a
mobile device that creates a subsequent action [1]
6. AR Bio – Ana-Maria Daradici
A modern learning method and an interesting experience for a user of any age
ARToolkit framework (AR), Android, JNI (Java Native Interface), Autodesk Maya (3D Model)
Positive aspects: the association that the app makes between the marker, three-dimensional model,
associated sounds, and additional Wikipedia details
Negative aspects: they blocked the app when multiple markers are being used at the same time,
and multiple audio files are being played simultaneously
6
7. Geo AR
Helps pupils in secondary school where they have to learn the geography of Europe (countries,
capitals, flags and neighbors)
Vuforia, Unity, JNI Android technology
Positive things: Users will consider playing a game and they have to retain as much detail as
possible to be the best player. Also, the test and knowledge assessment component is not a
stress and emotional component as a written test or as an oral evaluation
7
8. Supporting Ships in the Air
Metaio, Java, Android
Positive things: the effect of the application on autistic children was positive, when they use the
multiplayer option
8
9. Hunting Treasure
Sphero, Vuforia, Unity, Android, Client-Server component
Positive things: Sphero was easier to control than expected, and interaction elements between
players, 3D models, and game dynamics were most appreciated by the volunteers
Negative things: the ambiguity of the interface, the multi-player component had problems of
performance and stability
9
10. Advantages to use AR in Education
Students can access the electronic content from anywhere (bus, metro,
home, parks, etc.)
Costs are reduced in areas where laboratory work is mandatory
(architecture, medicine, construction, chemistry, physics, etc.)
Animations, 3D models, sounds and movies attract young children, but
also young people and adults
The evaluation can be thought of as games, thus reducing the stress that
occurs in such situations, the participants playing with each other can
learn without realizing this
10
11. Conclusions
AR will not replace the existing pedagogical paradigms
Our aims were to help professors and students in educational process
We want to adapt existing technologies and to use them in our advantages
Our current work include other domains like chemistry, history
11
landing take-off
Traveled distance
Cartoon character
+ visual, audio, text, video information come to help us to understand better
+ we can learn anywhere (it’s not mandatory to be at school, at home, near computer or book)
+ can reduce the cost in the case of experimental tests
- Interaction with professor and with real materials is mandatory to understand in the right way the new information