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.
EXPLORING PRESCHOOL CHILDREN’S USER EXPERIENCE IN USING FREE-ROTATE GESTURES ...ijma
Free-rotate gestures enable users to rotate objects on the touchscreen interactively. Therefore, this study
was carried out to explore the user experience of preschool children when using free rotate gestures. Five
attributes of user experience, namely attractiveness, perspicuity, efficiency, dependability, and stimulation,
were examined. The sample of this study consisted of 10 children, aged 5 and 6 years old were instructed to
learn shapes by using a mobile application called “Mari Belajar Bentuk”. They were required to use their
fingers to touch and rotate several shapes. The analysis showed that all attributes of such construct were
deemed high. As conclusion, the overall finding strongly suggests that free rotate gestures on multi-touch
screen design can enhance preschool children’s user experience. With high user experience, young
children can experience engaging and meaningful learning. Consequently, future research should explore
this gesture as it can make young children become highly motivated in learning
A FRAMEWORK OF MOBILE EDUCATIONAL APPLICATION FOR KINDERGARTEN EARLY READINGijma
A mobile application running on a mobile device offers a novel, fascinating solution to assist children
develop their reading skills. However, a number of existing mobile applications in the market have less
attributes of appropriate application for young children. The weaknesses of these applications are due to
absence of specific framework dedicated for this area. Therefore, this study is focused to propose a
framework of a mobile application for kindergarten early reading by analyzing and synthesizing existing
frameworks and guidelines. This study proposed a framework of mobile educational application for
kindergarten early reading constructed by three main pillars and 16 elements.
The document discusses three key features of next-generation augmentative and alternative communication (AAC) tools based on research and expert opinions. The three features are: 1) Creating a simple and consistent learning environment, 2) Incorporating game-based learning and rewards, and 3) Allowing users to add their own photos. The mobile application SuperSpeak is presented as an example of an AAC tool that effectively implements these features through its simple interface, game mode that rewards correct responses, and ability to customize with personal photos.
DISCOVERABILITY A NEW LEARNABILITY PRINCIPLE FOR CHILDREN’S APPLICATION SOFTWAREijcsit
For more than two decades children’s use of multimedia was restricted to watching television and listening
to music. Although some parents complained about children being addicted to listening to music the idea
that children could be addicted to television was a real concern to most parents. Nowadays parents not
only need to be concerned about how much television their kids are watching, but also many other forms of
media that are emerging with the fast development in information and technology such as the internet,
video games, tablets and smart phones. From this the researcher came to realize that children are
increasingly becoming the consumers of application software facilitated by these information systems.
Children spend at least three hours according to research on these media which includes the use of
computers, tablets, smartphones and music. The researcher was concerned that system vendors use the
same learnability principles to make applications for all age groups based on learnability principles that
were designed with adult users in mind. Many interface design principles used for adult products cannot be
applied to products meant for children and further yet children at different ages learn differently. The
research looked at the existing learnability principles by trying to evaluate them and come up with new
principle(s) that can be used to further improve the current principles so that they can be used effectively
by information system designers to improve on the learna
AN INTELLIGENT SELF-ADAPTABLE APPLICATION TO SUPPORT CHILDREN EDUCATION AND L...ijcsit
ABSTRACT
This Children are future of a society within a country. They should be provided with all round educational development since educating children has many advantages. If they are educated, they can face any problem and this makes them strong and happy. In other words the growth of a country is dependent on its learned population. Children with special education needs have problems to develop cognitive abilities like thinking, learning and obtain new knowledge and concept. It may also be required to improve their conduct, communication skills and interactions with their environment. It is required to develop customizable and compliant applications designed to support them in adapting with respect to the current situations they face and thus take actions appropriately. Such applications would provide them the assistance to allow them frame their learning essentials and help to process to the diverse sensory and cognitive impairments including the mobility issues. This research will be based on artificial intelligence concept and will be self-adaptable. Besides, in many cases they have the opportunity to perform activities that previously were not accessible to them, because of the interface and contents of the activities have been adapted specifically to them. The study also suggests that the repertoire of types of activities provided is suitable for learning purposes with students with impairments. Finally, the use of electronic devices and multimedia contents increases their interest in learning and attention.
This paper summarizes studies from 2003-2013 on how information and communication technologies (ICTs) can support skills in kindergarteners, including early literacy, mathematics, cognitive, social-emotional, and creativity skills. It examines the effectiveness of ICT for special education and gifted children. There are eight sections that overview how ICTs can specifically support early literacy, mathematics, cognitive skills, etc. The paper also discusses teachers' positive attitudes towards ICTs and the need for training to enhance their skills and confidence in using technologies.
This document summarizes a student's dissertation on developing a Smartboard application to collect and gather data from children. The dissertation introduces the research background and problems, establishes goals and objectives, reviews relevant literature, and describes the development and evaluation of a Smartboard application prototype. Testing with children provided results and findings, allowing the student to suggest the Smartboard can be an effective method for collecting data from children in an enjoyable way.
Experience moderator effect on the variables that influence intention to use ...journalBEEI
The study has two objectives, first is exploring the variables that affect the intention to use mobile learning and second is investigating the experience moderator effect on the variables that influence intention to use mobile learning in higher education institutions (HEI) in Iraq. Then formulate a model for intention to use mobile learning. A questionnaire has been conducted in this research for collecting the feedback from the participants. The findings confirmed that social influence (SI), performance expectancy (PE), “facilitating conditions” (FCs), effort expectancy (EE) and “satisfaction” (SA) have an important influence on the intention to use mobile learning. But, this study has rejected the “personal innovativeness” (PINN) factor as it was found not important. Furthermore, the study has confirmed that the experience moderator variable has an influence of EE, SI, and PE on the intention to use mobile learning. This study is significant to the field of discipline as it will provide a roadmap for HEI to recognize the factors that affect the intention to use mobile learning.
EXPLORING PRESCHOOL CHILDREN’S USER EXPERIENCE IN USING FREE-ROTATE GESTURES ...ijma
Free-rotate gestures enable users to rotate objects on the touchscreen interactively. Therefore, this study
was carried out to explore the user experience of preschool children when using free rotate gestures. Five
attributes of user experience, namely attractiveness, perspicuity, efficiency, dependability, and stimulation,
were examined. The sample of this study consisted of 10 children, aged 5 and 6 years old were instructed to
learn shapes by using a mobile application called “Mari Belajar Bentuk”. They were required to use their
fingers to touch and rotate several shapes. The analysis showed that all attributes of such construct were
deemed high. As conclusion, the overall finding strongly suggests that free rotate gestures on multi-touch
screen design can enhance preschool children’s user experience. With high user experience, young
children can experience engaging and meaningful learning. Consequently, future research should explore
this gesture as it can make young children become highly motivated in learning
A FRAMEWORK OF MOBILE EDUCATIONAL APPLICATION FOR KINDERGARTEN EARLY READINGijma
A mobile application running on a mobile device offers a novel, fascinating solution to assist children
develop their reading skills. However, a number of existing mobile applications in the market have less
attributes of appropriate application for young children. The weaknesses of these applications are due to
absence of specific framework dedicated for this area. Therefore, this study is focused to propose a
framework of a mobile application for kindergarten early reading by analyzing and synthesizing existing
frameworks and guidelines. This study proposed a framework of mobile educational application for
kindergarten early reading constructed by three main pillars and 16 elements.
The document discusses three key features of next-generation augmentative and alternative communication (AAC) tools based on research and expert opinions. The three features are: 1) Creating a simple and consistent learning environment, 2) Incorporating game-based learning and rewards, and 3) Allowing users to add their own photos. The mobile application SuperSpeak is presented as an example of an AAC tool that effectively implements these features through its simple interface, game mode that rewards correct responses, and ability to customize with personal photos.
DISCOVERABILITY A NEW LEARNABILITY PRINCIPLE FOR CHILDREN’S APPLICATION SOFTWAREijcsit
For more than two decades children’s use of multimedia was restricted to watching television and listening
to music. Although some parents complained about children being addicted to listening to music the idea
that children could be addicted to television was a real concern to most parents. Nowadays parents not
only need to be concerned about how much television their kids are watching, but also many other forms of
media that are emerging with the fast development in information and technology such as the internet,
video games, tablets and smart phones. From this the researcher came to realize that children are
increasingly becoming the consumers of application software facilitated by these information systems.
Children spend at least three hours according to research on these media which includes the use of
computers, tablets, smartphones and music. The researcher was concerned that system vendors use the
same learnability principles to make applications for all age groups based on learnability principles that
were designed with adult users in mind. Many interface design principles used for adult products cannot be
applied to products meant for children and further yet children at different ages learn differently. The
research looked at the existing learnability principles by trying to evaluate them and come up with new
principle(s) that can be used to further improve the current principles so that they can be used effectively
by information system designers to improve on the learna
AN INTELLIGENT SELF-ADAPTABLE APPLICATION TO SUPPORT CHILDREN EDUCATION AND L...ijcsit
ABSTRACT
This Children are future of a society within a country. They should be provided with all round educational development since educating children has many advantages. If they are educated, they can face any problem and this makes them strong and happy. In other words the growth of a country is dependent on its learned population. Children with special education needs have problems to develop cognitive abilities like thinking, learning and obtain new knowledge and concept. It may also be required to improve their conduct, communication skills and interactions with their environment. It is required to develop customizable and compliant applications designed to support them in adapting with respect to the current situations they face and thus take actions appropriately. Such applications would provide them the assistance to allow them frame their learning essentials and help to process to the diverse sensory and cognitive impairments including the mobility issues. This research will be based on artificial intelligence concept and will be self-adaptable. Besides, in many cases they have the opportunity to perform activities that previously were not accessible to them, because of the interface and contents of the activities have been adapted specifically to them. The study also suggests that the repertoire of types of activities provided is suitable for learning purposes with students with impairments. Finally, the use of electronic devices and multimedia contents increases their interest in learning and attention.
This paper summarizes studies from 2003-2013 on how information and communication technologies (ICTs) can support skills in kindergarteners, including early literacy, mathematics, cognitive, social-emotional, and creativity skills. It examines the effectiveness of ICT for special education and gifted children. There are eight sections that overview how ICTs can specifically support early literacy, mathematics, cognitive skills, etc. The paper also discusses teachers' positive attitudes towards ICTs and the need for training to enhance their skills and confidence in using technologies.
This document summarizes a student's dissertation on developing a Smartboard application to collect and gather data from children. The dissertation introduces the research background and problems, establishes goals and objectives, reviews relevant literature, and describes the development and evaluation of a Smartboard application prototype. Testing with children provided results and findings, allowing the student to suggest the Smartboard can be an effective method for collecting data from children in an enjoyable way.
Experience moderator effect on the variables that influence intention to use ...journalBEEI
The study has two objectives, first is exploring the variables that affect the intention to use mobile learning and second is investigating the experience moderator effect on the variables that influence intention to use mobile learning in higher education institutions (HEI) in Iraq. Then formulate a model for intention to use mobile learning. A questionnaire has been conducted in this research for collecting the feedback from the participants. The findings confirmed that social influence (SI), performance expectancy (PE), “facilitating conditions” (FCs), effort expectancy (EE) and “satisfaction” (SA) have an important influence on the intention to use mobile learning. But, this study has rejected the “personal innovativeness” (PINN) factor as it was found not important. Furthermore, the study has confirmed that the experience moderator variable has an influence of EE, SI, and PE on the intention to use mobile learning. This study is significant to the field of discipline as it will provide a roadmap for HEI to recognize the factors that affect the intention to use mobile learning.
Interupsi adalah permintaan khusus pada mikroprosesor untuk menghentikan tugas saat ini dan melakukan tugas lain, seperti layanan I/O. Fungsinya meliputi pengalihan pengolahan instruksi ke rutin layanan interupsi dan manajemen pengeksekusian rutin antara CPU dan modul I/O. Jenis interupsi termasuk internal, eksternal, dan perangkat lunak. Penyebabnya seperti program, kegagalan perangkat keras, timer, dan penanganan ek
Neil Beard has over 25 years of experience in waste management and customer service roles. He has a full UK driving license and qualifications in health and safety, digital skills, and supervisory studies. His previous roles demonstrate strong communication, leadership, and route planning abilities as well as experience driving vehicles up to 7.5 tonnes and managing waste collection operations. References are available upon request.
Participants list of the regional conference organized by SIGMA on Public procurement review bodies, which took place in Ohrid, the former Yugoslav Republic of Macedonia on 9-10 June 2016.
Este documento presenta el minimarket "Empresa Familiar", propiedad de Carolina Arenas. Proporciona detalles sobre el negocio como su nombre, dirección, contacto y trabajadores. Explica que el minimarket comenzó hace 4 años vendiendo productos chilenos y ahora ofrece una variedad de productos extranjeros. Sus objetivos son mantener una gran variedad de productos, un local limpio, y brindar un servicio rápido y excelente a los clientes.
El documento describe dos tipos de calentamiento - general y específico - y proporciona ejemplos de ejercicios para cada uno, incluyendo movilidad articular, rotación del cuello, flexión de hombros, trotar, y estiramientos.
People are naturally less creative when they follow known patterns instead of reinventing processes. Managers also stifle creativity with responses like "it's not possible" or "we don't have the budget." However, research finds that working together in a synchronized way, with body language aligned, leads people to generate more creative solutions to problems.
El documento presenta un plan de mejora para una empresa familiar llamada Minimarket Carolina Arenas. Incluye información sobre los dueños, objetivos, proveedores, clientes, trabajadores, mejoras propuestas como redes sociales y software de punto de venta, y resultados de la implementación como cuentas de correo, Facebook, Twitter y el software Stock Base POS.
La Secretaría de Asuntos Sociales de la AMSAFE presenta las diferentes propuestas turísticas para este período de Invierno.
Por cualquier consulta contactarse con el Dpto. de Turismo de AMSAFE PROVINCIAL de lunes a viernes en el horario de 08:00 a 16:00 hs - Av. Rivadavia 3279 - Te: (0342) 4555436.
Dokumen ini berisi soal dan penyelesaian perhitungan untuk proyek pengeboran berarah dengan data target berada pada kedalaman 6000 kaki dan kedalaman mulai pengeboran 1000 kaki. Perhitungan meliputi sudut inklinasi maksimum, kedalaman vertikal terakumulasi, dan panjang lubang terakumulasi dengan menggunakan persamaan radius of curvature, dan hubungan antara kedalaman vertikal, radius of curvature, dan sudut inklinasi.
Learn about how the MetroCluster architecture in Clustered ONTAP differs from the previous version in 7-mode, when and why MetroCluster should be used, and how to transition MetroCluster from 7-mode to Clustered ONTAP.
- Vaishnav Mithun N. is a mechanical engineer and certified value engineer seeking career opportunities in value engineering and should costing, preferably with growth-oriented organizations related to new product development.
- He has over 4 years of experience in value engineering and should costing of sheet metal, plastics, and casting parts for gas turbines, aero engines, and oil and gas applications.
- His skills include competitive teardown and benchmarking, design process improvement, should costing, negotiating with suppliers, and applying value analysis/value engineering techniques to reduce product costs.
This document describes a UV coating application that uses an analog PLC module to control the speed of an Anilex roller using a Delta VFD drive. A master encoder attached to the main unit transmits pulse commands to the PLC. The PLC converts the encoder pulses to a 0-10V analog output to control the Delta VFD drive speed and match the speed of the Anilex roller to the main unit. A wiring diagram shows the connections between the encoder, PLC, and Delta VFD drive to implement the master-slave control configuration.
This document summarizes the story of rural entrepreneur Santosh Kaveri from Karnataka, India. It describes the challenges he faced growing up in a remote village and working on a farm. Despite these difficulties, he developed several low-cost innovations to help farmers, including a brake system for bullock carts to control them without harming the animals, a carrot cleaning machine, and a device that provides hot water without a geyser by boiling water for cooking and collecting it for bathing. These innovations have helped hundreds of farmers and saved them money. Santosh has received several awards for his work helping people at the grassroots level through innovative solutions.
Dokumen tersebut membahas tentang gerak harmonik sederhana yang terjadi pada benda yang tergantung pada ujung pegas mendatar. Gerak bolak-balik benda di sekitar titik keseimbangan disebabkan oleh gaya pegas yang selalu berlawanan arah dengan simpangan benda dan besarnya sebanding dengan simpangan tersebut.
Subroutines are groups of program code that perform specific tasks and can be called from the main routine or other subroutines. They make programs more manageable by breaking them up into smaller tasks. The JSR instruction calls a subroutine, the SBR marks the start of a subroutine, and the RET returns from a subroutine. Parameters can be passed between routines but are not covered in this course. Subroutines improve readability and maintainability and can be reused in other programs.
This presentation summarizes the key principles of the book "Good to Great" by Jim Collins. It discusses seven principles for transforming a good company into a great one, including having Level 5 leadership with humility and will. The presentation emphasizes getting the right people on the bus and in the right seats by seeking self-motivated problem solvers. It also stresses confronting brutal facts yet maintaining faith, focusing on a company's hedgehog concept, and creating a culture of discipline and momentum like a flywheel rather than a doom loop. Case studies and a Q&A session are included.
THE ASSESSMENT OF MULTI-TOUCH HAND GESTURES TOWARDS FINE MOTOR SKILLS AMONG P...ijma
ABSTRACT
This study aims to evaluate the usage of multi-touch hand gestures towards fine motor skills among preschool children. This study implements a mixed methods involving 30 pre-school children aged between 5 to 6 years old from Pusat Asuhan Tunas Islam as respondents for quantitative method and supported by interviewing teachers as qualitative method. The samples consist of multi-touch and single touch gestures groups, leading to a pre-test and a post-test of a Dot-to-dot activity after implementing the“ Mari Belajar Bentuk” mobile application. Findings indicate that the post-test mean and multi-touch gestures mean is higher than the pre-test mean and single-touch gesture mean respectively. This shows that the multi-touch hand gestures effects the fine motor skills development which is also supported by interview results. As for conclusion, the multi-touch hand gestures are an essential factor when designing mobile applications for pre-school children.
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.
Interupsi adalah permintaan khusus pada mikroprosesor untuk menghentikan tugas saat ini dan melakukan tugas lain, seperti layanan I/O. Fungsinya meliputi pengalihan pengolahan instruksi ke rutin layanan interupsi dan manajemen pengeksekusian rutin antara CPU dan modul I/O. Jenis interupsi termasuk internal, eksternal, dan perangkat lunak. Penyebabnya seperti program, kegagalan perangkat keras, timer, dan penanganan ek
Neil Beard has over 25 years of experience in waste management and customer service roles. He has a full UK driving license and qualifications in health and safety, digital skills, and supervisory studies. His previous roles demonstrate strong communication, leadership, and route planning abilities as well as experience driving vehicles up to 7.5 tonnes and managing waste collection operations. References are available upon request.
Participants list of the regional conference organized by SIGMA on Public procurement review bodies, which took place in Ohrid, the former Yugoslav Republic of Macedonia on 9-10 June 2016.
Este documento presenta el minimarket "Empresa Familiar", propiedad de Carolina Arenas. Proporciona detalles sobre el negocio como su nombre, dirección, contacto y trabajadores. Explica que el minimarket comenzó hace 4 años vendiendo productos chilenos y ahora ofrece una variedad de productos extranjeros. Sus objetivos son mantener una gran variedad de productos, un local limpio, y brindar un servicio rápido y excelente a los clientes.
El documento describe dos tipos de calentamiento - general y específico - y proporciona ejemplos de ejercicios para cada uno, incluyendo movilidad articular, rotación del cuello, flexión de hombros, trotar, y estiramientos.
People are naturally less creative when they follow known patterns instead of reinventing processes. Managers also stifle creativity with responses like "it's not possible" or "we don't have the budget." However, research finds that working together in a synchronized way, with body language aligned, leads people to generate more creative solutions to problems.
El documento presenta un plan de mejora para una empresa familiar llamada Minimarket Carolina Arenas. Incluye información sobre los dueños, objetivos, proveedores, clientes, trabajadores, mejoras propuestas como redes sociales y software de punto de venta, y resultados de la implementación como cuentas de correo, Facebook, Twitter y el software Stock Base POS.
La Secretaría de Asuntos Sociales de la AMSAFE presenta las diferentes propuestas turísticas para este período de Invierno.
Por cualquier consulta contactarse con el Dpto. de Turismo de AMSAFE PROVINCIAL de lunes a viernes en el horario de 08:00 a 16:00 hs - Av. Rivadavia 3279 - Te: (0342) 4555436.
Dokumen ini berisi soal dan penyelesaian perhitungan untuk proyek pengeboran berarah dengan data target berada pada kedalaman 6000 kaki dan kedalaman mulai pengeboran 1000 kaki. Perhitungan meliputi sudut inklinasi maksimum, kedalaman vertikal terakumulasi, dan panjang lubang terakumulasi dengan menggunakan persamaan radius of curvature, dan hubungan antara kedalaman vertikal, radius of curvature, dan sudut inklinasi.
Learn about how the MetroCluster architecture in Clustered ONTAP differs from the previous version in 7-mode, when and why MetroCluster should be used, and how to transition MetroCluster from 7-mode to Clustered ONTAP.
- Vaishnav Mithun N. is a mechanical engineer and certified value engineer seeking career opportunities in value engineering and should costing, preferably with growth-oriented organizations related to new product development.
- He has over 4 years of experience in value engineering and should costing of sheet metal, plastics, and casting parts for gas turbines, aero engines, and oil and gas applications.
- His skills include competitive teardown and benchmarking, design process improvement, should costing, negotiating with suppliers, and applying value analysis/value engineering techniques to reduce product costs.
This document describes a UV coating application that uses an analog PLC module to control the speed of an Anilex roller using a Delta VFD drive. A master encoder attached to the main unit transmits pulse commands to the PLC. The PLC converts the encoder pulses to a 0-10V analog output to control the Delta VFD drive speed and match the speed of the Anilex roller to the main unit. A wiring diagram shows the connections between the encoder, PLC, and Delta VFD drive to implement the master-slave control configuration.
This document summarizes the story of rural entrepreneur Santosh Kaveri from Karnataka, India. It describes the challenges he faced growing up in a remote village and working on a farm. Despite these difficulties, he developed several low-cost innovations to help farmers, including a brake system for bullock carts to control them without harming the animals, a carrot cleaning machine, and a device that provides hot water without a geyser by boiling water for cooking and collecting it for bathing. These innovations have helped hundreds of farmers and saved them money. Santosh has received several awards for his work helping people at the grassroots level through innovative solutions.
Dokumen tersebut membahas tentang gerak harmonik sederhana yang terjadi pada benda yang tergantung pada ujung pegas mendatar. Gerak bolak-balik benda di sekitar titik keseimbangan disebabkan oleh gaya pegas yang selalu berlawanan arah dengan simpangan benda dan besarnya sebanding dengan simpangan tersebut.
Subroutines are groups of program code that perform specific tasks and can be called from the main routine or other subroutines. They make programs more manageable by breaking them up into smaller tasks. The JSR instruction calls a subroutine, the SBR marks the start of a subroutine, and the RET returns from a subroutine. Parameters can be passed between routines but are not covered in this course. Subroutines improve readability and maintainability and can be reused in other programs.
This presentation summarizes the key principles of the book "Good to Great" by Jim Collins. It discusses seven principles for transforming a good company into a great one, including having Level 5 leadership with humility and will. The presentation emphasizes getting the right people on the bus and in the right seats by seeking self-motivated problem solvers. It also stresses confronting brutal facts yet maintaining faith, focusing on a company's hedgehog concept, and creating a culture of discipline and momentum like a flywheel rather than a doom loop. Case studies and a Q&A session are included.
THE ASSESSMENT OF MULTI-TOUCH HAND GESTURES TOWARDS FINE MOTOR SKILLS AMONG P...ijma
ABSTRACT
This study aims to evaluate the usage of multi-touch hand gestures towards fine motor skills among preschool children. This study implements a mixed methods involving 30 pre-school children aged between 5 to 6 years old from Pusat Asuhan Tunas Islam as respondents for quantitative method and supported by interviewing teachers as qualitative method. The samples consist of multi-touch and single touch gestures groups, leading to a pre-test and a post-test of a Dot-to-dot activity after implementing the“ Mari Belajar Bentuk” mobile application. Findings indicate that the post-test mean and multi-touch gestures mean is higher than the pre-test mean and single-touch gesture mean respectively. This shows that the multi-touch hand gestures effects the fine motor skills development which is also supported by interview results. As for conclusion, the multi-touch hand gestures are an essential factor when designing mobile applications for pre-school children.
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.
An Experimental Investigation Of Drill-And-Practice Mobile Apps And Young C...Audrey Britton
An experimental study investigated the impact of two math drill-and-practice apps on 376 children aged 5-6 years old across three UK schools. Pre- and post-tests found learning gains in both the app groups and control groups, suggesting the apps were equally effective as standard math practice. However, more research is needed to better understand how app characteristics and individual child differences impact learning effectiveness.
This Children are future of a society within a country. They should be provided with all round educational development since educating children has many advantages. If they are educated, they can face any problem and this makes them strong and happy. In other words the growth of a country is dependent on its learned population. Children with special education needs have problems to develop cognitive abilities like thinking, learning and obtain new knowledge and concept. It may also be required to improve their conduct, communication skills and interactions with their environment. It is required to develop customizable and compliant applications designed to support them in adapting with respect to the current situations they face and thus take actions appropriately. Such applications would provide them the assistance to allow them frame their learning essentials and help to process to the diverse sensory and cognitive impairments including the mobility issues. This research will be based on artificial intelligence concept and will be self-adaptable. Besides, in many cases they have the opportunity to perform activities that previously were not accessible to them, because of the interface and contents of the activities have been adapted specifically to them. The study also suggests that the repertoire of types of activities provided is suitable for learning purposes with students with impairments. Finally, the use of electronic devices and multimedia contents increases their interest in learning and attention.
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.
Dysgraphia detection based on convolutional neural networks and child-robot i...IJECEIAES
Dysgraphia is a disorder of expression with the writing of letters, words, and numbers. Dysgraphia is one of the learning disabilities attributed to the educational sector, which has a strong impact on the academic, motor, and emotional aspects of the individual. The purpose of this study is to identify dysgraphia in children by creating an engaging robot-mediated activity, to collect a new dataset of Latin digits written exclusively by children aged 6 to 12 years. An interactive scenario that explains and demonstrates the steps involved in handwriting digits is created using the verbal and non-verbal behaviors of the social humanoid robot Nao. Therefore, we have collected a dataset that contains 11,347 characters written by 174 participants with and without dysgraphia. And through the advent of deep learning technologies and their success in various fields, we have developed an approach based on these methods. The proposed approach was tested on the generated database. We performed a classification with a convolutional neural network (CNN) to identify dysgraphia in children. The results show that the performance of our model is promising, reaching an accuracy of 91%.
DEVELOPMENT OF INTERACTIVE INSTRUCTIONAL MODEL USING AUGMENTED REALITY BASED ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
2 ( The ten experts have evaluated the model and commented that the developed model showed high
suitability.
DEVELOPMENT OF INTERACTIVE INSTRUCTIONAL MODEL USING AUGMENTED REALITY BASED ...IJITE
The document describes the development of an interactive instructional model using augmented reality and edutainment to enhance emotional quotient. It includes:
1) The development of a model consisting of three elements: interactive instructional augmented reality, edutainment learning activities, and emotional quotient assessment.
2) An evaluation of the model by 10 experts found it to have high suitability, with the interactive instructional augmented reality steps and edutainment learning activity steps rated as having the highest suitability.
3) The experts' evaluation demonstrated that the model's components, steps, and activities were highly suitable for effectively using augmented reality and edutainment to enhance students' emotional quotient.
This document discusses human-computer interaction for kids. It begins by looking at how technology has changed over the past 25 years. It then examines how children interact with technology differently than adults due to factors like physical, cognitive, and social development. It explores genres of technology for kids, the importance of designing products with and for children, and involving children in the design process. The document emphasizes that to create effective interactive products for children, one must understand how children are different from adults.
From Dr. Anthony: I attended my first Interactive Tabletops and Surfaces (ITS) conference last week and presented an overview of our work to date on the MTAGIC project. I thoroughly enjoyed the conference! There is just so much great and interesting work going on in the areas of touch and gesture interaction for all types of platforms, ranging from smart interactive tabletops, to interactive boards, to Kinect-based mid-air gestures, to mobile touchscreen devices, and more. I presented our MTAGIC findings with respect to how children expect to and do use touchscreen devices differently than adults, focusing on low-level interactions such as touching onscreen targets and making finger gestures.
Development of interactive instructional model using augmented reality based ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
(2The ten experts have evaluated the model and commented that the developed model showed high
suitability.
This document provides guidance for using technology in social studies education. It discusses using adaptive devices to make lessons accessible, ensuring appropriate and legal internet use, and utilizing webquests and other online resources to engage students. Productivity tools like spreadsheets and word processing can help students organize and analyze information. Multimedia tools like virtual field trips, digital storytelling, and adventure learning can provide authentic learning experiences. The document also includes examples of rubrics for assessing student projects and links to online lesson plans integrating appropriate technology.
The document discusses the impacts of artificial intelligence (AI) on grade 11 ABM-A students' academic exploration. It begins by providing background on the increasing role of AI in education. The study aims to determine the effects of AI on academic performance and explore its positive and negative impacts. The conceptual framework shows AI as the independent variable and students' academic exploration as the dependent variable. Connectivism and adaptive learning theories are discussed as part of the theoretical framework to understand how AI shapes knowledge gathering and learning pathways. Definitions of key terms are also provided.
The document discusses a proposed intervention to address overdependence on smart devices by children under age 12. It begins with an introduction outlining the purpose and structure. The background section reviews research showing risks of excessive technology use for young children and current parental and child perspectives/behaviors. From a behavioral economics lens, the document analyzes heuristics and biases that influence current behaviors, such as the availability heuristic, anchoring heuristic, status quo bias, and optimism bias. Key obstacles to changing behaviors are identified as overcoming the status quo bias and loss aversion. The discussion proposes addressing parental motives and developing solutions to promote healthy media consumption patterns for children's well-being.
Working memory enhancement during early childhood based on the utilization of...nooriasukmaningtyas
The use of human computer interaction is considered to be the most
culturally and socially meritorious for the learning and playing activities of
children. In this paper, a human interaction recognition system (HIRS) that
includes gesture game-based learning is investigated for identifying its
suitability and applicability in stimulation of working memory and primitive
mathematical skills among the children in the early childhood period that
ranges from 5 and 8 years. In the proposed human interaction recognition
system, the hand gestures are facilitated by the user for the objective of
controlling the computer system based on the information extracted from the
user gestures. This proposed research was implemented in three phases using
a quasi-experimental design that in turn incorporates pre-test and post-test for
investigating the behavior of experimental and control group considered from
the respondents. In the first phase, the initial evaluation of the learner’s skill
is achieved. The second phase used the developed technology in order to
identify diversified parameters in different dimensions that contribute
towards the assessment of working memory and primitive mathematical
capabilities. Finally, the third phase is responsible for actual evaluation. In
the phases of evaluation, four working memory tests such as forward corsi
blocking-tapping test, backward corsi blocking-tapping test, forward digit
span test and backwardDigit Span test was conducted. In addition, the
evaluation was also conducted for assessing primitive mathematical skill of
children using TEDI-MATH. The results confirmed that gesture interactive
game-based learning (GIGL) used by the children exhibited a predominant
improvement in the working memory and primitive mathematical skills on
par with their usual school activities.
The document discusses the use of information and communication technologies (ICT) in early childhood education. It defines ICT and explains how ICT can support teaching and learning by providing information and allowing children to construct knowledge. ICT competencies refer to the appropriate, productive, and safe use of digital technologies for learning. The document also discusses potential benefits and risks of using ICT in early childhood, including how ICT can enhance learning but may also displace other activities or expose children to inappropriate content. It provides an example of an activity where children used tablet computers to create Christmas cards and expresses that ICT can engage children and allow customization when creating art.
Advancing Statistical Education using Technology and Mobile DevicesIOSR Journals
This document summarizes a study that explored using technology and mobile devices to advance statistical education. The study aimed to evaluate the impact of mobile technology on statistical education and analyze student adoption of mobile technology for learning statistics. It hypothesized that using mobile technology would increase student interest in statistics and that students would be inclined to adopt mobile technology for advanced statistics learning. The study examined how factors like technology acceptance, attitudes towards statistics, user satisfaction, and understanding of statistics concepts related to using an online statistics textbook on computers and iPods.
- Apps have potential as a learning tool if they are designed with solid educational structures and maintain children's interest. Studies show interactive apps help children retain information better than passive media.
- The key advantages of apps are that learning can occur anywhere and children have control over the interactive experience. However, too much app use could displace other beneficial activities like physical play and social interaction.
- For apps to effectively supplement learning, they should be used in moderation and reinforce skills taught in school while teaching new transferable skills. Parents should consider an app's educational claims and engage with children during use.
2. Children and Interaction Techniques
Many studies have investigated children’s performance on
interaction techniques for PC based applications, whereby
an increase in the complexity of mouse- and joystick-based
interaction gestures leads to decreased performance (as
measured by slower task completion, and higher occurrence
of errors) [6,7,8,9,10,11]. Age differences have been
observed in children’s interactions with various handheld
devices such as pen and touchscreen input, and studies
show that pointing accuracy increases with age and target
size [12,13,14,15,16,17]. Compared to younger children,
older children and adults are quicker, less jagged and more
accurate [8,11,13]. These studies correlate with motor
development literature that suggests children’s motor skills
continue to develop into early teens. These effects transfer
to handheld touchscreen devices, as children also have
trouble with more complex gestures such as double-tapping,
when compared to single touching, and they show a high
degree of unintended touching [8,12,18,19] .
Interaction in Augmented Reality
In an augmented-reality experience such as a mobile game,
the user can interact with the game using a variety of
techniques. The “interaction technique” allows the user to
cause actions in the game, such as selecting which item
they wish to act upon. As an example, the user could collect
an item by touching on the mobile device screen with one’s
finger, or could aim with a crosshair in the middle of the
screen. The relationship between children’s age and their
performance on these kinds of interactions has not been
empirically evaluated, thus it is unclear how each
interaction compares in terms of usability issues, or what
underlying developmental skills might impact children’s
performance on these interactions.
A developmental framework for understanding children’s
usability issues in augmented reality has been proposed in
[5], by hypothesizing relationships between augmented
reality usability problems and the developmental skills
which children might be required to use. Examples of
usability problems experienced by children include inability
to properly hold AR devices, inaccuracy in interacting with
virtual objects, and an inability to remember spatial
locations of virtual items, among other things [5,20,21,22].
When children are engaged in an augmented reality
experience, they are performing a variety of activities
which might not be strongly employed in exposure to
typical technologies such as computers and touchscreen
devices. For instance, an AR experience might require
children to move around the game space in order to observe
virtual content from different angles, and they may be
required to hold and manipulate a smartphone while
looking at augmented objects, and/or might be required to
understand and remember the configuration of the virtual
objects around the physical space, as well as the
relationships between their body and virtual objects. Such
activities require different cognitive and physical skills, and
when young children lack these skills, they should have
difficulties using AR interfaces.
Underlying Developmental Skills
Developmental psychology tells us that kindergarten and
elementary-school children have certain capabilities and
limitations, which are different than adults and which
develop over time as children mature into adults [23,24].
These developing abilities mediate children’s ability to use
digital technology, and researchers have stressed the
importance of considering developmental abilities when
designing technology for children [25,26,27,28].
Children’s AR usability issues are potentially explainable
by psychology areas such as motor skills (bimanual
coordination, hand-eye coordination, fine motor skills,
gross motor skills, endurance), spatial cognition (spatial
memory, spatial perception, spatial visualization), attention
(selective attention, divided attention, executive control),
logical thinking (abstract vs. concrete thinking) and
memory (capacity and operations). These developmental
factors are all undergoing development in young children,
thus have the potential to influence how children react to
AR applications. In the present research, we intend to
measure children’s developmental skills by using existing
psychology metrics, and we intend to correlate these
metrics to children’s performance on specific AR designs.
Through these correlations, we will identify differences
between children’s ability to use AR at different ages.
Furthermore, by understanding the developmental factors
and their potential connection to usability issues, AR
designers can use this knowledge to explain or predict user
reactions to existing applications, and to design applications
that are either usable for specific age groups, or design
applications that aim to develop specific skills.
Gender Differences
Gender differences in spatial skills are significant for teens
and adults, with males exhibiting higher performance for
visuospatial skills [29,30], and females exhibiting higher
performance for spatial location memory [31]. However,
gender differences in spatial development do not appear
before age 10 [31,32]. It is not expected that gender will
influence young children’s understanding of AR space.
Gender differences do not appear significant for young
children’s motor performance. Children’s physical
development is similar for both genders during the years of
early childhood, and studies of young children’s motor
performance do not detect differences between genders in
young children [33,34]. Studies of children’s touchscreen
performance also do not find significant effects of gender in
young children [12].
DESIGN
In this research study we were interested in the following
questions:
1. What kinds of performance differences are
experienced by children when using different
289
3. kinds of augmented reality interaction techniques?
We compared 4 kinds of interaction conditions,
which differed among the factors of selection type
(finger or crosshair) and motion requirement
(perspective change was required or not required).
2. What is the relationship between children’s age
and their performance in using different AR
interaction techniques? And, how does
performance on interactive techniques relate to
children’s cognitive and physical development?
3. How does the children’s gender relate to their
performance on different AR interaction
techniques?
Tasks and Game Design
To investigate the research questions, we designed a within-
subjects experiment, whereby each participant played an
augmented-reality game exposing them to different
interaction technique conditions. Children’s performance
was measured while playing the game using a Motorola
Atrix HD smartphone. After playing the game, children’s
skills were measured through several developmental tests.
The game is structured as a typical tabletop augmented
reality game, where a three-dimensional virtual world
appears on top of the “gameboard” paper once it is viewed
through a smartphone camera (Figure 1). In our
experimental setup, the game was placed on a table without
chairs, and children had space to move around the table at
their leisure. The height of the gameboard was adjusted to
be at the level of each player’s stomach, such that each
player could comfortably observe the gameboard through
the smartphone.
Figure 1. Child playing the augmented reality game, in a level
where lemons were collected through Crosshair Selection.
In the game, the player took the role of a wizard who must
collect a set of magical lemons in order to create items for
their pets. The game was composed of a tutorial plus 4
levels. Each level of the game was associated with a
different AR interaction technique condition, and was
composed of a “lemon collection” phase and a “mini game”
phase. During lemon collection, the player had to gather a
set of 16 lemons. Once all lemons were collected, they
magically transformed into a play item and the mini game
started. In the mini game, the child played with their pet
and the newly-created item (Figure 2). During the “lemon
collection” phase, all children played the augmented reality
game while standing or moving around the table. During
the “mini game” phase at the end of each level, the game
did not involve any augmented reality and did not require
children to look at the gameboard; thus children were asked
to sit during this phase. The mini game was a requirement
of our game design in order to give children a rest period
from standing, while at the same time offering
entertainment and agency. During the data analysis, only
data from the lemon collection phases was analyzed.
Figure 2. The game characters and magical objects (left) and
the mini-game associated with one object (right).
Prior to the set of 4 gameplay levels, children were exposed
to a tutorial phase. During our pilot testing we determined
that children were performing poorly because they did not
have previous exposure to the technology, so a tutorial was
developed to familiarize children with augmented reality
technology. During the tutorial, children had to move
around the table and visualize the 3D game world from
different angles, and they were exposed to all 4 different
interaction technique conditions which were involved in the
different levels of the game.
Interaction Technique Factors
We tested four variations of augmented-reality interaction
technique conditions (Figure 3). These variations were
driven by two factors: Selection Type and Movement
Difficulty.
Finger
Selection
Crosshair
Selection
No Tunnel Tunnel
Movement Difficulty
Figure 3. The interaction conditions tested.
Selection Type has two levels: Finger Selection or Crosshair
Selection. When using Finger Selection, players must touch
their finger to the screen position where a target lemon
appears. In Crosshair Selection, the players have a crosshair
in the center of their screen, and they select a target lemon
by touching one of the screen side buttons once the lemon
is overlapping the crosshair (Figure 1 right). Each selection
type has an accuracy distance threshold, which was
SelectionType
290
4. empirically determined. In the Finger Selection mode, the
lemon surface can be 60 pixels away from the screen touch
point; this corresponded to 4.55mm in our experimental
smartphone. This threshold was selected to account for the
problem of finger occlusion [35], and it corresponds to the
size of an average 3-10-year old child’s finger [36]. In
Crosshair Selection, the lemon can be 35 pixels away from
the center of the crosshair (2.7 mm). This distance was used
to account for angular reorientation of the phone while
children press the crosshair buttons, and was determined
during our pilot study by analyzing how much children
shake the phone in the last 1s prior to touching the crosshair
buttons.
Movement Difficulty, the other factor influencing our
interaction conditions, impacts whether the players need to
change perspective during gameplay. It has two types: No
Tunnels and Tunnels. In the No Tunnels condition, the
player can see the targets from any angle and does not need
to move their body. In the Tunnel condition, the targets are
enclosed in virtual tunnels, thus the player must change
their perspective in order to select the target. The targets in
the Tunnel conditions were rotated such that, between each
lemon, players were forced to change their angle relative to
the gameboard by 45 degrees while remaining relatively in
front of the table.
Each child was exposed to 4 different interaction technique
conditions, varying on the conditions of Selection Type and
Movement Difficulty (described above). The Selection
Type conditions were randomized between players, while
the Movement Difficulty conditions were not randomized
(all players experienced No Tunnels before Tunnels). The
game environment was randomized between conditions.
Physical and Cognitive Development Factors
In this study the children’s Gender were both Male and
Female, and their Age was between 5 and 10 years old. For
analysis we measured participant ages in months, and also
grouped age into three groups: 5-6, 7-8, and 9-10 year olds.
We measured participants’ Hand Size because it should
influence how easily children are able to manipulate the
phone and perform various interaction techniques.
Children were exposed to three kinds of developmental
tests, from the NEPSY II and Woodcock Johnson III
batteries (Figure 4) [37,38]:
Spatial Relations Test – this test asks children to solve two-
dimensional spatial puzzles. To receive a high score,
children must be able to isolate shapes and perform mental
rotation tasks.
Visuomotor Precision Test – in this activity, children are
asked to follow a path while using a pencil. To receive a
high score, children must employ visuomotor (hand-eye
coordination) skills.
Block Construction Test – in this activity, children are
shown a figure of a three-dimensional block structure and
asked to build the structure using physical toy blocks. To
receive a high score, children must employ visuospatial
reasoning and perform fine-motor physical manipulation.
Figure 4. Developmental test samples, from Woodcock-
Johnson III Spatial Relations (top left), NEPSY II Block
Construction (top right) and Visuomotor Precision (bottom)
Performance Measures
To measure children’s reaction to the augmented reality
experience we used performance measures collected
through the software, and subjective self-reported measures.
These measures were calculated for each of the 4 game
conditions, by averaging the 16 lemons collected by a
participant within each condition.
Task Time: The average amount of gameplay time a child
spent in order to collect each lemon. This metric does not
include time spent during tracking loss.
Number of Tracking Losses: The average number of times
that the child lost tracking. Tracking loss occurs when the
phone camera stops seeing the gameboard image.
Time to Recover Tracking: The average amount of time that
a player needed in order to exit tracking loss and resume
playing. This amount of time was not included in the Task
Time measure, and was calculated only when Number of
Tracking Losses was non-zero.
Number of Selection Errors: The average number of invalid
selections performed while attempting to collect a lemon. In
the Finger Selection condition, an invalid selection occurs
when the player touches the screen outside the target area.
In the Crosshair Selection this occurs when the player
clicks the selection button, but the crosshair is pointing
away from the target area.
291
5. Subjective Measures
At the end of each level we asked children to report how
they felt, by asking if they were Comfortable, if the level
was Easy, and if they had Fun while playing. The questions
were randomized between levels, and delivered using a
modified rating scale (Figure 5) based on the Smiley-o-
Meter [39].
Figure 5. Subjective experience questionnaire item.
Participants and Data Collection
Children were recruited from the Emory University
psychology department’s child subject pool. A
convenience-sampling method was used, whereby we
contacted families about participating in a study that
investigates smartphone-based games for children.
After collecting the data, we performed outlier removal.
During some trials, we observed participants stopping their
gameplay due to extraneous events, such as stopping to
clear runny noses, interrupting the gameplay to say
something to the experimenter, etc. These interruptions
would impact a participant’s target collection trials, thus for
the purposes of data analysis we excluded trials in which
the completion time was beyond 2.5 standard deviations of
a child’s average times within the same experimental
condition. This accounted for 3% of all trials. Furthermore,
1 child was removed from the data analysis because their
age-standardized test scores were beyond 2.5 standard
deviations past the mean of our sample.
The resulting dataset consists of 37 children of both genders
across three age groups, whose demographics are shown in
Table 1.
Age
Group
Number of
Children
5-6 years 17
7-8 years 11
9-10 years 9
Gender
Number of
Children
Female 23
Male 14
Table 1. The demographics of our sample.
RESULTS
In this section we present our analysis and results. The
results will be discussed in relation to each other and
overall context in the following section.
Effects of Interaction Technique Type
Our first research question investigates the differences
between various interaction technique conditions. For each
dependent measure of performance we used a repeated-
measures ANOVA, analyzing the within-subjects factor of
Interaction Type. This factor represented a combination of
two sub-factors: Selection Type (Finger vs. Crosshair) and
Movement Difficulty (No Tunnel vs. Tunnel). Table 2
shows the average values for each performance metric in
relation to the interaction technique conditions.
Task
Time (s)
Tracking
Errors
Time to
Recover
Tracking (s)
Selection
Errors
Finger
Selection
3.69
(sd=1.92)
0.16
(sd=0.18)
1.75
(sd=1.52)
1.12
(sd=1.02)
Crosshair
Selection
5.20
(sd=3.04)
0.15
(sd=0.19)
1.58
(sd=1.63)
1.21
(sd=1.48)
No Tunnels 2.87
(sd=1.75)
0.06
(sd=0.09)
1.24
(sd=1.79)
0.84
(sd=0.93)
Tunnels 6.01
(sd=3.50)
0.24
(sd=0.29)
2.10
(sd=1.63)
1.50
(sd=1.50)
Table 2. The averages of AR performance metrics, under
different interaction conditions.
Selection Type: Finger vs. Crosshair
We found a significant effect of Selection Type on Task
Time. Selecting targets by touching with the finger was
significantly faster than selecting with the crosshair
(F(1,34)=18.55, p<0.001), with an average 1.2s (29%)
longer per selection. There were no significant differences
between finger vs. crosshair selection in terms of number of
tracking losses (F(1,34)=0.20, p=0.66), time required to
recover tracking (F(1,21)=0.42, p=0.52), or number of
touch errors (F(1,34)=0.014, p=0.91). Analysis of the
between-subject factor Age Group yielded no significant
interaction effects with the factor of Selection Type
(F(2,34)=0.99, p=0.38).
Movement Difficulty: No Tunnels vs. Tunnels
The tunnel conditions were significantly worse than non-
tunnel conditions on most performance measures. The
tunnel conditions required significantly more time to
complete compared to the no tunnel conditions
(F(1,35)=35.375, p<0.001), with an average 3.14s (52%)
longer per selection. The tunnel conditions caused children
to have significantly more tracking losses (F(1,34)=13.23,
p<0.0.001), with an average 0.18 (75%) more tracking
losses per selection. Finally, in the tunnel conditions
children had significantly more touch errors than in the
non-tunnel conditions (F(1,34)=10.21, p<0.01), with an
average difference of 0.66 (44%) more touch errors per
selection. The analysis did not find significant differences
between time to recover tracking loss in Movement
Difficulty conditions (F(1,18)=0.71, p=0.41). Analysis of
the between-subject factor Age Group yielded no
significant interaction effects with the factor of Movement
Difficulty (F(2,34)=0.26, p=0.77).
There was no significant interaction detected between the
factors of Movement Difficulty and Selection Type
(F(1,34)=0.01, p=0.94).
292
6. Effects of Age
Our second research question investigates the relationship
between children’s age and their performance on the
dependent measures. In order to investigate this question,
we first conducted simple linear regression analysis
between the factors of Age (in months) and each
performance measure. We followed with a repeated-
measures ANOVA, with Interaction Type as the within-
subjects factor, and Age Group as a between-subject factor.
Finally, significant between-factor effects were followed-up
with post-hoc Tukey tests to account for multiple
comparisons. Table 3 shows the average values for each
performance metric in relation to age groups.
Task
Time (s)
Tracking
Losses
Time to
Recover
Tracking (s)
Selection
Errors
Age 5-6
5.74
(sd=2.91)
0.22
(sd=0.21)
2.61
(sd=1.16)
1.52
(sd=1.38)
Age 7-8
3.45
(sd=0.87)
0.11
(sd=0.15)
1.00
(sd=0.89)
0.88
(sd=0.90)
Age 9-10
3.21
(sd=0.51)
0.06
(sd=0.05)
0.69
(sd=0.60)
0.85
(sd=0.52)
Overall
4.45
(sd=2.35)
0.15
(sd=0.17)
1.66
(sd=1.30)
1.17
(sd=1.11)
Table 3. The averages of AR performance metrics for different
age groups.
Age vs. Task Time
A simple linear regression showed a significant effect of
Age while predicting Task Time (F(1,35)=10.83, p<0.01)
indicating that as age increases, there is a decrease in time
required to make a correct selection. The repeated-measures
ANOVA was significant for the between-subjects factor
Age Group (F(2,34)=6.23, p<0.01). Post-hoc analysis
indicated that 5-6 years-old children were on average 2.29s
(40%) significantly slower than compared to the 7-8 years-
old children (p<0.05), and on average 2.53s (44%)
significantly slower compared the 9-10 years-old children
(p<0.05); however, the 7-8 years-old children were not
significantly different than the 9-10 years-old children
(p=0.97).
Figure 6. Mean task time for each age group.
Age vs. Number of Tracking Losses
A simple linear regression showed a significant effect of
Age while predicting Number of Tracking Losses
(F(1,35)=6.44, p<0.05) indicating that as age increases,
number of tracking losses decreases. The repeated-
measures ANOVA was significant for the between-subjects
factor Age Group (F(2,34)=3.30, p<0.05); however, post-
hoc analysis did not yield statistically significant
differences between any age group pairs.
Figure 7. Mean number of tracking losses for each age group.
Age vs. Time to Recover Tracking
A simple linear regression showed a significant effect of
Age while predicting Time to Recover Tracking
(F(1,31)=20.57, p<0.001), indicating that as age increases,
time to recover tracking decreases. The between-subjects
factor ANOVA was significant for Age Group
(F(2,30)=11.40, p<0.001). Post-hoc analysis indicated that
the 5-6 years-old children were on average 1.61s (62%)
significantly slower at recovering tracking than the 7-8
years-old children (p<0.005), and on average 1.92s (74%)
significantly slower than the 9-10 years-old children
(p<0.005); however, the 7-8 years-old children were not
significantly different than the 9-10 years-old children
(p=0.78).
Figure 8. Mean time to recover from tracking loss, for each
age group.
293
7. Age vs. Number of Selection Errors
A simple linear regression showed no significant effect of
Age while predicting Number of Selection Errors
(F(1,35)=3.77, p=0.06). The repeated-measures ANOVA
was not significant for the between-subjects factor Age
Group (F(2,34)=1.67, p=0.20).
Effect of Developmental Skills
Our second question also investigates the relationship
between developmental test scores and the children’s
performance on the four different AR interaction technique
types. We hypothesized that better developmental test
scores would correspond to better AR performance, thus we
performed one-tailed Pearson correlations to determine
relationships between developmental tests and AR
performance. Age is significantly related to all the
developmental tests. Therefore, in order to control for the
effects of age prior to correlational analysis, we used linear
regression to remove the effect of age from the AR
performance metrics, and we used age-standardized scores
for our participants’ developmental tests.
Spatial Relations
For the AR interaction technique condition of Finger
Selection in levels involving No Tunnels, there were
significant inverse correlations between the Spatial
Relations test and children’s Task Times (r=-0.37, p<0.05)
and number of Tracking Losses (r=-0.41, p<0.01).
For the AR interaction technique condition of Crosshair
Selection in levels involving No Tunnels, there were
significant inverse correlations between the Spatial
Relations test and children’s number of Selection Errors
(r=-0.319, p<0.05), number of Tracking Losses (r=-0.36,
p<0.05).
Visuomotor Precision
For the AR interaction technique condition of Finger
Selection in levels involving No Tunnels, there were
significant inverse correlations between the Visuomotor test
and children’s number of Selection Errors (r=-0.35,
p<0.05), and number of Tracking Losses (r=-0.29, p<0.05).
For Finger Selection in levels involving Tunnels, there were
inverse significant correlations between this test and the
number of Selection Errors (r=-0.32, p<0.05).
For the AR interaction technique condition of Crosshair
Selection in levels involving No Tunnels, there were
significant inverse correlations between the Visuomotor test
and children’s number of Selection Errors (r=-0.42,
p<0.01), and number of Tracking Losses (r=-0.31, p<0.05).
Block Construction
For the AR interaction technique condition of Finger
Selection in levels involving No Tunnels there were
significant inverse correlations between the Block
Construction test and children’s number of Selection Errors
(r=-0.29, p<0.05). For Finger Selection in levels involving
Tunnels, there also were inverse significant correlations
between this test and the children’s number of Selection
Errors (r=-0.38, p<0.05).
Hand Length
After controlling for age, there were no significant
correlations between this test and performance metrics on
any AR interaction types.
Subjective Measures
The average results from each of the three subjective
measures is reported in Table 4 in relation to each
interaction type.
We performed a repeated measures ANOVA on reported
degree of Fun, with the within-subjects factor of Interaction
Technique condition, and a between-subjects factor of Age
Group. No significant differences were detected between
any factor levels.
We performed a repeated measures ANOVA on reported
degree of Ease of Use, with the within-subjects factor of
Interaction Technique condition, and a between-subjects
factor of Age Group. Significant differences were found
between the different Selection Types, with Finger
Selection being ranked on average 22% more easy to use
than Crosshair Selection. No significant differences were
detected between age groups.
We performed a repeated measures ANOVA on reported
degree of Comfort, with the within-subjects factor of
Interaction Technique condition, and a between-subjects
factor of Age Group. Significant differences were found
between the different Selection Types, with Finger
Selection being ranked on average as 5% more comfortable
than Crosshair Selection. No significant differences were
detected between age groups.
Fun Easy Comfortable
Finger
Selection
4.26
(sd=0.87)
4.34
(sd=0.66)
3.97
(sd=0.85)
Crosshair
Selection
4.04
(sd=1.05)
3.93
(sd=1.03)
3.76
(sd=1.05)
No Tunnels 4.20
(sd=0.98)
4.22
(sd=0.82)
3.93
(sd=0.99)
Tunnels 4.09
(sd=1.01)
4.05
(sd=0.85)
3.80
(sd=1.03)
Table 4. The averages of participant subjective ratings, under
different interaction conditions.
Effects of Gender
Our third research question is investigating gender
differences in AR performance. A linear regression was
attempted to predict AR performance based on Gender,
while accounting for the factor of Age. No significant
correlations were detected between Gender and any of the
AR performance metrics or developmental test scores.
294
8. DISCUSSION
In the following section we integrate the experimental
results and discuss general implications for the design of
augmented reality applications for children.
Selection Types
Overall, our data indicates that the Finger Selection
interaction was preferable over the Crosshair interaction.
When using the Finger Selection interaction, children
completed the task significantly faster, and they reported
significantly higher Ease-of-use and higher Comfort levels;
no other significant performance or self-report differences
were found in comparison to the Crosshair interaction.
However, our developmental test measures indicate that
different cognitive- and physical-skills are underlying these
two interaction types.
Users behave differently when an AR interface is designed
with different kinds of selection types. The type of
interaction mechanic causes users to grip the device
differently, thus requiring users to employ different
cognitive and physical skills.
The Finger Selection interaction requires children to hold
the device steady primarily with one hand, while the other
hand is moved such that the finger touches the screen at the
appropriate target location. The analysis of children’s AR
performance in relation to their developmental test scores,
indicated that accuracy for Finger Selection levels was
significantly correlated to visuomotor skills as well as
block-construction skills. This data indicates that this kind
of interaction relies on the user’s hand-eye coordination, as
well as their ability to manipulate objects with their hands.
In contrast, the Crosshair Selection interaction requires
children to aim the crosshair by precisely reorienting the
device (likely by using both hands). Furthermore, in order
to reorient the device toward the target, the user must have
an understanding of the spatial relationships between the
device and the physical gameboard. The analysis of
children’s developmental tests showed that accuracy on this
interaction technique is correlated to visuomotor skills and
spatial relations skills. This indicates that, in contrast to the
Finger Selection interaction, the Crosshair Selection
interaction relies more on spatial understanding and less on
children’s ability to manipulate objects with their hands
individually.
While these different developmental skills did not appear to
create significant differences between performance on the
two selection conditions (except in the case of performance
time), designers should be aware of these underlying skills
when creating AR applications for children. During the
informal observations of participants being trained in the
Crosshair Selection conditions, we often have observed
children pointing the screen away from the target object
instead of towards it, potentially due to the fact that they did
not appropriately understand the spatial relationship
between the gameboard and the device. After exposure to
the training level, this ceased to be a significant effect.
However, this issue may indicate that Crosshair Selection
interactions are problematic for children who are younger
and/or less developed in spatial skills.
The form factor of the device is another issue to consider
when designing AR interaction techniques. In our
experiment we used a smartphone, which children could
hold with both hands or a single hand. Even though
children needed to hold this device in their hands at all
times while playing the game, it was suitable for both
interaction technique types. The Finger Selection
interaction is preferable in this case, since children find it
faster and more easy to use. Using this interaction can
become problematic in AR applications for larger devices,
such as tablets or larger smartphones. A device may be too
large or too heavy for a child to hold while one hand is
touching on the screen. In such a case, the Crosshair-based
interaction is more suitable as it allows children to grasp the
device with both hands while interacting with the
application.
Dealing with Tracking Technology
Our augmented-reality game was based on Vuforia
technology, which uses the phone’s camera to track a
paper-based printed image (the “gameboard”). The 3D
game appears on the printed image when parts of the image
are visible through the phone’s camera, and it disappears
when the image is no longer within the camera view. For
our experimental smartphone (Atrix HD), the camera is
placed on the top-left of the back side of the phone, as is the
case with most smartphones.
Tracking loss for our participants occurred whenever the
child would point the camera away from the printed image
(either while standing still or moving around the
gamboard), or when they covered the camera with their
fingers. In the experimental condition where there were No
Tunnels, children typically did not change perspective,
therefore tracking losses were not caused by movement
around the gameboard. Our data indicate that the number of
tracking losses was significantly inversely-correlated with
children’s scores on spatial relations skills and visuomotor
skills. In order to avoid tracking losses, children need to be
aware of where the gameboard is in relation to the device,
and they need good hand-eye coordination to recover in
case the phone is moving away from the board or if their
finger is moving in the way of the camera. Thus, children
who are good at spatial and visuomotor skills encounter less
tracking losses.
When playing Tunnel levels, which required walking and
changes in perspective, children had a significantly higher
number of tracking losses. Walking and changing
perspective created more opportunities for children to aim
the device away from the gameboard, and/or to put their
finger in the way of the camera, thus leading to tracking
loss. Our analysis did not detect any significant correlations
between developmental tests and the number of tracking
295
9. losses in Tunnel levels, possibly due to the fact there are
more uncontrolled factors causing tracking loss, such as
children’s height or differing movements around the
gameboard.
In order to recover AR tracking, children needed to point
the phone camera at the printed gameboard image. The time
it took children to recover from tracking loss was not
significantly different between any of the game levels, thus
it is not strongly influenced by the style of selection (Finger
or Crosshair) or by the movement difficulty (Tunnel or No
Tunnel). Recovering tracking appears to be a general
process independent of the type of interaction in the AR
application.
AR experiences can be designed to minimize the number of
tracking losses experienced by players. In our AR game,
losing tracking paused the gameplay, thus did not create
any negative effect on the child’s gameplay. However, we
did notice that children became frustrated if they lost
tracking frequently. Thus it is preferable if the AR
experience implements features to avoid tracking loss. The
AR application can be designed such that players are
encouraged to be looking at the gameboard while moving
(for example, if the AR application depicts a phenomenon
that is interesting while being watched from changing
perspectives, like a virtual prism). Furthermore, the AR
technology can detect how much of the printed image is
visible within the camera, therefore it can display a warning
if the child is playing too close to the border of the
gameboard, or if the child’s finger is starting to occlude the
camera.
Perspective, Accuracy and Occlusion
In levels involving No Tunnels, the game created three-
dimensional spheres (the lemons) on the gameboard. From
the player’s default perspective in front of the gameboard,
these targets were always visible and not occluded by any
other game structures. In levels involving Tunnels, the
lemons were encased in three-dimensional tunnels, which
required participants to change perspective in order to see
the lemons inside the tunnels. Compared to levels with No
Tunnels, the levels involving Tunnels led to significantly
longer task completion time, more selection errors and
higher number of tracking losses. These kinds of effects are
expected to occur in other AR experiences where players
are required to change perspective around the gameboard.
In order to collect the lemons inside the tunnels, most
participants changed their perspective by walking around
the gameboard, and some participants bent their body while
standing still. Longer task completion times in the Tunnel
levels were likely caused by the fact that players had to
reorient their body in order to aim at the lemons. Lower
accuracy rates might also be caused by the fact that, when
children’s bodies are bent, it becomes more difficult to aim
at a target. Furthermore, as discussed in the previous
section, it is likely that moving around the gameboard also
contributed highly to the number of tracking losses
encountered by children in the Tunnel conditions, because
tracking would be lost as children moved.
The three-dimensional structure of the tunnels was also a
factor which created issues for selection accuracy. The
optimal angle to collect a lemon is to look at it while being
aligned with the entrance of the tunnel – this way it appears
as a full sphere on the smartphone screen; however, if a
player did not look from the entrance of the tunnel, the
tunnel walls could occlude the lemons within, thus yielding
a smaller selection area.
These effects will occur in any AR experience where
players are required to change their perspective around
three-dimensional content. The higher degree of inaccuracy
in these experiences can be a positive factor since it adds
challenge to the experience. However, if desired there are
methods for making the experience easier, such as by
placing guidance arrows to indicate how the player should
change their perspective in order to interact with game
items, or by changing the interaction technique such that
targeting is more automatic once a part of the target is
visible.
Rehabilitation and Skill Learning
In order to interact with an augmented reality experience,
children are required to employ different developmental
skills. Our analysis detected that the spatial relations,
visuomotor precision, and block construction tests were
correlated to different kinds of AR performance, whereby
higher ability scores correlated to better performance. It is
possible that through repeated exposure to augmented
reality experiences, children can further develop these
solicited skills. Furthermore, it is possible that augmented
reality interactions can be designed to rehabilitate children
who are lacking in specific skills.
Studying AR Interaction Techniques for Children
Performing interaction technique studies with children in
augmented reality has posed specific challenges. Studies on
non-AR touchscreen interactions have been done as highly
controlled tasks, where each trial presents children with on-
screen targets that are simple geometric shapes of constant
size. In such 2D applications, the experimenter can control
the on-screen target size, and can also require an initial
finger position in relation to the target, in order to
standardize the results between participants. In contrast, in
augmented reality, a target is a 3D virtual object that is
anchored to a physical object (the gameboard) instead of on
the screen. Therefore, the target’s on-screen size and
position change in response to the child’s distance and
orientation to the gameboard; thus the size and position of
targets cannot be directly controlled unless the child’s
movement is controlled. These factors create differences
between trials within- and between- children, especially in
levels where large amount of movement is required (such as
in our levels involving tunnels). This likely leads to less
statistical power to detect differences between experimental
296
10. conditions, and creates difficulties in performing more
precise studies such as Fitts’ Law investigations.
CONCLUSION
In the present study we investigated how children 5-10
years old react to typical augmented-reality interaction
techniques such as crosshair selection and finger selection,
in AR environments that require them to change perspective
or not. Our analysis showed significant impact of age upon
performance, as well as differences between AR interaction
technique conditions in terms of performance time,
accuracy, and tracking losses. By analyzing children’s
performance in relation to metrics of physical and cognitive
development, we also identified underlying developmental
factors that influence the usability of different AR
interaction techniques.
SELECTION AND PARTICIPATION OF CHILDREN
38 children aged 5-10 were recruited from the Emory
University psychology department’s child subject pool. A
convenience-sampling method was used, whereby we
contacted families and informed them of the opportunity to
participate in a study that investigates smartphone-based
games for children. Upon arrival at our study lab, parents
and children were informed about all the study procedures
and asked if they are comfortable participating in the study.
This information was provided orally and through written
IRB-approved consent forms. 100% of families agreed to
participate; voluntary participation was recorded through
signatures on the study’s IRB-approved consent forms.
ACKNOWLEDGEMENTS
We wish to thank the children and parents who participated
in this study; Emory University’s Child Study Center and
Spatial Cognition Lab; Sahithi Bonala, Andrea Lau,
Katherine Guzdial, Simina Avram, and the hard-working
undergraduate students who helped with this study; as well
as the anonymous reviewers of this paper.
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