scholarly journals Augmented Reality to Facilitate Learning of the Acoustic Guitar

2020 ◽  
Vol 10 (7) ◽  
pp. 2425 ◽  
Author(s):  
Jorge Martin-Gutierrez ◽  
Marta Sylvia Del Rio Guerra ◽  
Vicente Lopez-Chao ◽  
René Hale Soto Gastelum ◽  
Jose Fernando Valenzuela Bojórquez

Many people wishing to learn a musical instrument opt to learn using alternative or informal methods instead of the traditional Master–Apprentice model that requires a greater cognitive load. This paper presents an augmented reality (AR)-based application designed to teach and train guitar chords, with the novelty that it is also used to teach short melodies consisting of four chord transitions so that users have to change hand and finger positions. The app uses high-quality 3D models of an acoustic guitar and animated hand to indicate correct finger positions and the movements required when changing from one chord to another. To follow the animated instructions, the learner overlaps the 3D model onto the neck of the physical guitar and his or her own hand. A system usability scale (SUS) questionnaire was used to measure the usability of the application. A score of 82.0 was obtained, which is higher than the average of 68 points that indicates the application is good from a user experience perspective, thus satisfying the purpose for which it was created. Having analysed the data for both groups—individuals with no prior experience of playing a musical instrument versus individuals with prior experience—it was concluded that the application provided a useful learning approach for all participants involved in the study, regardless of experience. That said, those possessing prior experience of playing an instrument learnt faster. It should be noted that the research revealed significant difference in learning by gender, with male participants learning faster than female participants. Similar results have been detected in other research performed in the field of music, as well as in other fields. As this study required spatial reasoning when viewing the 3D model, the differences identified this case may well have arisen as a consequence of differences in men and women’s spatial awareness, thereby leaving open an alternative line of research.

2014 ◽  
Vol 1036 ◽  
pp. 1037-1040
Author(s):  
Radu Emanuil Petruse ◽  
Ioan Bondrea ◽  
Marco Sacco ◽  
Stefano Mottura

The purpose of the article is to introduce possibilities of using Augmented Reality instructions in order to better understand technical drawings. The aim of these instructions based on 3D models is to create AR training applications and analyze their impact on the users. These instructions consist in a 3D model, superimposed over the technical drawing. The AR application also offers step by step instructions for 3D modelling in CAD software, which are very useful in creating the 3D model starting from a technical drawing. The AR application was tested by students from the Faculty of Engineering in Sibiu, obtaining great improvements in their 3D modelling times. The results of a survey that the students completed reveal that the AR modelling instructions also aids their spatial visualization capability.


Author(s):  
А.М. Galeeva ◽  
◽  
О.А. Medvedeva

The article describes the use of augmented reality technologies in the modern educational process to increase educational motivation, multimedia, and interactivity of the lecture material. The main purpose of the application: educational and cognitive. In the process of performing work, computer graphics, algorithms, and modeling methods were used. Use case: there are special images on the stand that the mobile application recognizes and shows the created 3D models of the “Sun” and “Milky Way”. In addition, while the 3D model is being displayed, a short training audio lecture will be held. To create a 3D model of objects, the Unity program was used in conjunction with the augmented reality platform Vuforia.


Author(s):  
M. Canciani ◽  
E. Conigliaro ◽  
M. Del Grasso ◽  
P. Papalini ◽  
M. Saccone

The development of close-range photogrammetry has produced a lot of new possibility to study cultural heritage. 3D data acquired with conventional and low cost cameras can be used to document, investigate the full appearance, materials and conservation status, to help the restoration process and identify intervention priorities. At the same time, with 3D survey a lot of three-dimensional data are collected and analyzed by researchers, but there are a very few possibility of 3D output. The augmented reality is one of this possible output with a very low cost technology but a very interesting result. Using simple mobile technology (for iPad and Android Tablets) and shareware software (in the case presented “Augment”) it is possible to share and visualize a large number of 3D models with your own device. The case study presented is a part of an architecture graduate thesis, made in Rome at Department of Architecture of Roma Tre University. We have developed a photogrammetric survey to study the Aurelian Wall at Castra Praetoria in Rome. The surveys of 8000 square meters of surface have allowed to identify stratigraphy and construction phases of a complex portion of Aurelian Wall, specially about the Northern door of Castra. During this study, the data coming out of 3D survey (photogrammetric and topographic), are stored and used to create a reverse 3D model, or virtual reconstruction, of the Northern door of Castra. This virtual reconstruction shows the door in the Tiberian period, nowadays it's totally hidden by a curtain wall but, little and significative architectural details allow to know its original feature. The 3D model of the ancient walls has been mapped with the exact type of bricks and mortar, oriented and scaled according to the existing one to use augmented reality. Finally, two kind of application have been developed, one on site, were you can see superimposed the virtual reconstruction on the existing walls using the image recognition. On the other hand, to show the results also during the graduation day, the same application has been created in off-site condition using a poster.


2018 ◽  
Vol 7 (12) ◽  
pp. 463 ◽  
Author(s):  
Chris Panou ◽  
Lemonia Ragia ◽  
Despoina Dimelli ◽  
Katerina Mania

In this paper, we present the software architecture of a complete mobile tourist guide for cultural heritage sites located in the old town of Chania, Crete, Greece. This includes gamified components that motivate the user to traverse the suggested interest points, as well as technically challenging outdoors augmented reality (AR) visualization features. The main focus of the AR feature is to superimpose 3D models of historical buildings in their past state onto the real world, while users walk around the Venetian part of Chania’s city, exploring historical information in the form of text and images. We examined and tested registration and tracking mechanisms based on commercial AR frameworks in the challenging outdoor, sunny environment of a Mediterranean town, addressing relevant technical challenges. Upon visiting one of three significant monuments, a 3D model displaying the monument in its past state is visualized onto the mobile phone’s screen at the exact location of the real-world monument, while the user is exploring the area. A location-based experience was designed and integrated into the application, enveloping the 3D model with real-world information at the same time. The users are urged to explore interest areas and unlock historical information, while earning points following a gamified experience. By combining AR technologies with location-aware and gamified elements, we aim to promote the technologically enhanced public appreciation of cultural heritage sites and showcase the cultural depth of the city of Chania.


Author(s):  
Mohd Kamal Othman ◽  
Altynai Nogoibaeva ◽  
Lai San Leong ◽  
Mohamad Hardyman Barawi

AbstractThis paper elaborates the empirical evidence of a usability evaluation of a VR and non-VR virtual tour application for a living museum. The System Usability Scale (SUS) was used in between participants experiments (Group 1: non-VR version and Group 2: VR version) with 40 participants. The results show that the mean scores of all components for the VR version are higher compared to the non-VR version, overall SUS score (72.10 vs 68.10), usability score (75.50 vs 71.70), and learnability (58.40 vs 57.00). Further analysis using a two-tailed independent t test showed no difference between the non-VR and VR versions. Additionally, no significant difference was observed between the groups in the context of gender, nationality, and prior experience (other VR tour applications) for overall SUS score, usability score, and learnability score. Α two-tailed independent t test indicated no significant difference in the usability score between participants with VR experience and no VR experience. However, a significant difference was found between participants with VR experience and no VR experience for both SUS score (t(38) = 2.17, p = 0.037) and learnability score (t(38) = 2.40, p = 0.021). The independent t test results indicated a significant difference between participant with and without previous visits to SCV for the usability score (t(38) = −2.31, p = 0.027), while there was no significant differences observed in other components. It can be concluded that both versions passed based on the SUS score. However, the sub-scale usability and learnability scores indicated some usability issue.


2021 ◽  
Vol 11 (22) ◽  
pp. 10733
Author(s):  
Ermioni-Eirini Papadopoulou ◽  
Apostolos Papakonstantinou ◽  
Nikolaos Zouros ◽  
Nikolaos Soulakellis

The purpose of this paper was to study the influence of cartographic scale and flight design on data acquisition using unmanned aerial systems (UASs) to create augmented reality 3D geovisualization of geosites. The relationship between geographical and cartographic scales, the spatial resolution of UAS-acquired images, along with their relationship with the produced 3D models of geosites, were investigated. Additionally, the lighting of the produced 3D models was examined as a key visual variable in the 3D space. Furthermore, the adaptation of the 360° panoramas as environmental lighting parameters was considered. The geosite selected as a case study was the gorge of the river Voulgaris in the western part of the island of Lesvos, which is located in the northeastern part of the Aegean Sea in Greece. The methodology applied consisted of four pillars: (i) scale-variant flight planning, (ii) data acquisition, (iii) data processing, (iv) AR, 3D geovisualization. Based on the geographic and cartographic scales, the flight design calculates the most appropriate flight parameters (height, speed, and image overlaps) to achieve the desired spatial resolution (3 cm) capable of illustrating all the scale-variant details of the geosite when mapped in 3D. High-resolution oblique aerial images and 360° panoramic aerial images were acquired using scale-variant flight plans. The data were processed using image processing algorithms to produce 3D models and create mosaic panoramas. The 3D geovisualization of the geosite selected was created using the textured 3D model produced from the aerial images. The panoramic images were converted to high-dynamic-range image (HDRI) panoramas and used as a background to the 3D model. The geovisualization was transferred and displayed in the virtual space where the panoramas were used as a light source, thus enlightening the model. Data acquisition and flight planning were crucial scale-variant steps in the 3D geovisualization. These two processes comprised the most important factors in 3D geovisualization creation embedded in the virtual space as they designated the geometry of the 3D model. The use of panoramas as the illumination parameter of an outdoor 3D scene of a geosite contributed significantly to its photorealistic performance into the 3D augmented reality and virtual space.


2019 ◽  
Vol 1 ◽  
pp. 1-1
Author(s):  
Łukasz Halik ◽  
Maciej Smaczyński ◽  
Beata Medyńska-Gulij

<p><strong>Abstract.</strong> The attempt to work out the geomatic workflow of transforming low-level aerial imagery obtained with unmanned aerial vehicles (UAV) into a digital terrain model (DTM) and implementing the 3D model into the augmented reality (AR) system constitutes the main problem discussed in this article. The authors suggest the following workflow demonstrated in Fig. 1.</p><p>The series of pictures obtained by means of UAV equipped with a HD camera was the source of data to be worked out in the final stage of the geovisualization. The series was then processed and a few point clouds were isolated from it, being later used for generating test 3D models.</p><p>The practical aim of the research conducted was to work out, on the basis of the UAV pictures, the 3D geovisualization in the AR system that would depict the heap of the natural aggregate of irregular shape. The subsequent aim was to verify the accuracy of the produced 3D model. The object of the study was a natural aggregate heap of irregular shape and denivelations up to 11 meters.</p><p>Based on the obtained photos, three point clouds (varying in the level of detail) were generated for the 20&amp;thinsp;000-meter-square area. The several-centimeter differences observed between the control points in the field and the ones from the model might corroborate the usefulness of the described algorithm for creating large-scale DTMs for engineering purposes. The method of transformation of pictures into the point cloud that was subsequently transformed into 3D models was employed in the research, resulting in the scheme depicting the technological sequence of the creation of 3D geovisualization worked out in the AR system. The geovisualization can be viewed thanks to a specially worked out mobile application for smartphones.</p>


Author(s):  
M. Canciani ◽  
E. Conigliaro ◽  
M. Del Grasso ◽  
P. Papalini ◽  
M. Saccone

The development of close-range photogrammetry has produced a lot of new possibility to study cultural heritage. 3D data acquired with conventional and low cost cameras can be used to document, investigate the full appearance, materials and conservation status, to help the restoration process and identify intervention priorities. At the same time, with 3D survey a lot of three-dimensional data are collected and analyzed by researchers, but there are a very few possibility of 3D output. The augmented reality is one of this possible output with a very low cost technology but a very interesting result. Using simple mobile technology (for iPad and Android Tablets) and shareware software (in the case presented “Augment”) it is possible to share and visualize a large number of 3D models with your own device. The case study presented is a part of an architecture graduate thesis, made in Rome at Department of Architecture of Roma Tre University. We have developed a photogrammetric survey to study the Aurelian Wall at Castra Praetoria in Rome. The surveys of 8000 square meters of surface have allowed to identify stratigraphy and construction phases of a complex portion of Aurelian Wall, specially about the Northern door of Castra. During this study, the data coming out of 3D survey (photogrammetric and topographic), are stored and used to create a reverse 3D model, or virtual reconstruction, of the Northern door of Castra. This virtual reconstruction shows the door in the Tiberian period, nowadays it's totally hidden by a curtain wall but, little and significative architectural details allow to know its original feature. The 3D model of the ancient walls has been mapped with the exact type of bricks and mortar, oriented and scaled according to the existing one to use augmented reality. Finally, two kind of application have been developed, one on site, were you can see superimposed the virtual reconstruction on the existing walls using the image recognition. On the other hand, to show the results also during the graduation day, the same application has been created in off-site condition using a poster.


Author(s):  
Mitali Ghotgalkar ◽  
Purnima Kubde

Augmented Reality is the presentation of objects superimposed on the real world view of the environment. It is an innovative technology that allows multidimensional viewing and understanding of concepts. This paper aims to use this concept of Augmented Reality in the field of Education to create an application that generates 3D models of the images embedded in textual materials using the software Unity and Vuforia. The application uses a smartphone’s camera to scan the embedded image of a textbook, e-book or photocopy and generates a 3D working model with live animations as well as on-click functionalities to view various movements of the model by providing user interaction. This application aims to provide an active learning experience to students.


2021 ◽  
Vol 56 (4) ◽  
pp. 425-435
Author(s):  
Wan Mohd Abrar ◽  
Hew Soon Hin ◽  
Wong Chee Onn

The article describes an evaluation of cascading menu and radial menu in augmented reality (AR) on a smartphone. To evaluate the menus, we measured time to finish the tasks (in seconds) and usability (learnability, efficiency, memorability, errors, and satisfaction) using the System Usability Scale Questionnaire. Data obtained is then analyzed using paired-samples t-test with repeated measures and Wilcoxon signed-rank test to find the statistically significant difference. Overall results showed a preference for the cascading menu type over the radial menu in terms of usability, different from other studies. Statistically, a significant difference was found performance-wise, which indicates that participants are more familiar with cascading menus which contributes to better task time. However, the performance improved the more prolonged the participants got used to the menu when it comes to the radial menu. For errors rates, it is found that the radial menu is less error-prone than cascading menu. This evaluation can help interface designers decide whether they should use the cascading menu or radial menu when designing an interface for AR on a smartphone. The research looks into filling the evaluation gap on the radial and cascading menu, specifically in augmented reality on a smartphone. While other studies have studied and evaluated the cascading menu and radial menu in other environments, this research, on the other hand, tested and evaluated the menu in an augmented reality environment instead of the more traditional desktop environment.


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