scholarly journals Investigating the Learning Process of Folk Dances Using Mobile Augmented Reality

2020 ◽  
Vol 10 (2) ◽  
pp. 599
Author(s):  
Iris Kico ◽  
Fotis Liarokapis

Learning how to dance is not an easy task and traditional teaching methods are the main approach. Digital technologies (such as video recordings of dances) have already been successfully used in combination with the traditional methods. However, there are other emerging technologies such as virtual and augmented reality that have the potential of providing greater assistance, in order to speed up the process as well as assisting the learners. This paper presents a prototype mobile augmented reality application for assisting the process of learning folk dances. Initially, a folk dance was digitized based on recordings from professional dancers. Avatar representations (of either male or female) are synchronized with the digital representation of the dance. To assess the effectiveness of mobile augmented reality, it was comparatively evaluated with a large back-projection system in laboratory conditions. Twenty healthy participants took part in the study, and their movements were captured using motion capture system and then compared with the recordings from the professional dancers. Experimental results indicate that augmented reality (AR) application has the potential to be used for learning process.

2021 ◽  
Vol 11 (18) ◽  
pp. 8750
Author(s):  
Styliani Verykokou ◽  
Argyro-Maria Boutsi ◽  
Charalabos Ioannidis

Mobile Augmented Reality (MAR) is designed to keep pace with high-end mobile computing and their powerful sensors. This evolution excludes users with low-end devices and network constraints. This article presents ModAR, a hybrid Android prototype that expands the MAR experience to the aforementioned target group. It combines feature-based image matching and pose estimation with fast rendering of 3D textured models. Planar objects of the real environment are used as pattern images for overlaying users’ meshes or the app’s default ones. Since ModAR is based on the OpenCV C++ library at Android NDK and OpenGL ES 2.0 graphics API, there are no dependencies on additional software, operating system version or model-specific hardware. The developed 3D graphics engine implements optimized vertex-data rendering with a combination of data grouping, synchronization, sub-texture compression and instancing for limited CPU/GPU resources and a single-threaded approach. It achieves up to 3 × speed-up compared to standard index rendering, and AR overlay of a 50 K vertices 3D model in less than 30 s. Several deployment scenarios on pose estimation demonstrate that the oriented FAST detector with an upper threshold of features per frame combined with the ORB descriptor yield best results in terms of robustness and efficiency, achieving a 90% reduction of image matching time compared to the time required by the AGAST detector and the BRISK descriptor, corresponding to pattern recognition accuracy of above 90% for a wide range of scale changes, regardless of any in-plane rotations and partial occlusions of the pattern.


Author(s):  
Fernando Elemar Vicente dos Anjos ◽  
Luiz Alberto Oliveira Rocha ◽  
Débora Oliveira da Silva ◽  
Rodrigo Pacheco ◽  
Divina Márcia Borges Pinheiro

Cognitive approaches to teaching generate learning through the interaction between the subject and object of study. One of the strategies to create this interaction is related to the application of virtual and augmented reality in the teaching-learning processes. Through a systematic literature review, this work aims to describe the approaches used to measure the impacts on student learning who used virtual reality (VR) and augmented reality (AR) in the teaching-learning processes of engineering courses, the impacts on learning, and student satisfaction. The surveys showed that 70% of research analyzed, students who used virtual reality or augmented reality learned more, and 90% of the research described that students who used virtual or augmented reality were more satisfied with the new approach than the traditional teaching approach. The conclusion is that there are positive impacts, in the vast majority of cases, on learning and the satisfaction of students who use virtual or augmented reality in the teaching-learning processes applied in engineering courses.


2019 ◽  
Vol 15 (3) ◽  
pp. 198
Author(s):  
Nur Nabihah Mohd Nizar ◽  
Mohd Khairezan Rahmat ◽  
Siti Zuraida Maaruf ◽  
Siti Maftuhah Damio

Augmented reality (AR) is one type of learning process that can be applied through mobile learning known as mobile augmented reality. AR offers an innovative learning space through an active interaction of superimposing digital contents into the real context to enhance learning experiences. Previous studies have found that AR in education is able to lead students to achieve higher levels of engagement in the learning process. In contrast, the potential of AR in education has not been explored intensively. Therefore, this article is to look into factors that might influence pre-service teachers' use behaviour of Mobile Augmented Reality Learning Cardiovascular (MARLCardio). A self-designed MARLCardio app has been used as an experimental instrument in collecting data. The influencing factors towards use behaviour of MARLCardio are performance expectancy, effort expectancy, social influence and facilitating conditions. This study is a part of an on-going research. In this study, a total of 75 respondents used MARLCardio app before answering a survey questionnaire. The respondents were pre-service teachers at one public university in Malaysia. All data from the questionnaire were analysed using multiple regression analysis. As a result of this investigation, findings showed that effort expectancy is the dominant factor in determining the use behaviour of MARLCardio. Interestingly, performance expectancy did not show any significant relationship. KEYWORDS: Augmented Reality, Mobile Augmented Reality, UTAUT Model, Technology Adoption Model, Use Behaviour


Author(s):  
Э.Д. Алисултанова ◽  
И.Р. Усамов ◽  
А.М. Мамуев

Данное исследование посвящено рассмотрению роли виртуальной и дополненной реальности в учебном процессе. Рассмотрена характеристика виртуальной и дополненной реальности, краткая историческая справка, области применения, и проведен анализ влияния на учебный процесс обучения, выделены основные достоинства и недостатки. Сегодня технологии виртуальной и дополненной реальности развиваются и внедряются в образовательный процесс на государственном уровне. Многие учителя выявили достоинства данной технологии в процессе обучения. This study focuses on the role of virtual and augmented reality in the educational process. The characteristics of virtual and augmented reality, a brief historical background, areas of application, and most importantly, the analysis of the impact on the educational process of learning is carried out, the main advantages and disadvantages are highlighted. Today, virtual and augmented reality technologies are being developed and implemented in the educational process at the state federal level. Many teachers have identified the advantages of this technology in the learning process.


2020 ◽  
pp. short29-1-short29-9
Author(s):  
Iurii Zgoda ◽  
Alexey Semenov

This paper discusses the aspects of training architecture and civil engineering specialists using virtual and augmented reality technologies. It also addresses the issues of training specialists in software development for visualization of buildings and structures information models. The paper deals with the selection of optimal hardware and software for the most effective learning process and provides an overview of the most relevant areas of scientific research in this field.


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