
Marc Ericson SantosNara Institute of Science and Technology | NAIST
Marc Ericson Santos
PhD
About
21
Publications
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Introduction
My research interests are in augmented reality, educational technology, human-computer interaction, and weather information systems and applications.
Publications
Publications (21)
Augmented reality (AR) has the potential to create compelling learning experiences. However, there are few research works exploring the design and evaluation of AR for educational settings. In our research, we treat AR as a type of multimedia that is situated in authentic environments and apply multimedia learning theory as a framework for developi...
Virtual objects can be visualized inside real objects using augmented reality (AR). This visualization is called AR X-ray because it gives the impression of seeing through the real object. In standard AR, virtual information is overlaid on top of the real world. To position a virtual object inside an object, AR X-ray requires partially occluding th...
Developing systems using emerging technology such as augmented reality is difficult because there are limited guidelines to inform developers during the design process. In particular, there are no established guidelines for learning support systems based on handheld augmented reality. To gather such design guidelines, we first summarize existing gu...
Augmented reality (AR) technology is mature for creating learning experiences for K-12 (pre-school, grade school, and high school) educational settings. We reviewed the applications intended to complement traditional curriculum materials for K-12. We found 87 research articles on augmented reality learning experiences (ARLEs) in the IEEE Xplore Dig...
This research presents the results of the initial evaluation of MotionAR: an augmented reality (AR) based motion graphing application for physics classes. MotionAR uses AR trackers to measure relative motion between objects, hence producing a motion graph. The subject of the evaluation is an improved version of our application that addresses recomm...
Entertainment is challenging to observe, especially with children, due to limited analytical tools. In response, we present a modified framework for entertainment computing, COMPASS -- COmbined Mental, PhysicAl, Social and Spatial factors, which we use to analyze augmented reality activities for cub scouts.
The design of handheld-based applications for learning support remains open for interdisciplinary research. In particular, technologies such as object-tracking software and augmented reality visualization running on handheld devices need to be explored more. In this work, we discuss how we used such technologies to develop a handheld-based motion g...
Usability evaluations are important to improving handheld augmented reality (HAR) systems. However, no standard questionnaire considers perceptual and ergonomic issues found in HAR. The authors performed a systematic literature review to enumerate these issues. Based on these issues, they created a HAR usability scale that consists of comprehensibi...
Usability evaluations are important to the development of augmented reality systems. However, conducting large-scale longitudinal studies remains challenging because of the lack of inexpensive but appropriate methods. In response, we propose a method for implicitly estimating usability ratings based on readily available sensor logs. To demonstrate...
Mobile augmented reality is a next-generation interface for seamless ubiquitous learning. It offers many novel interactions that enable the visualization of digital information on real places and objects. These interactions require user-based testing for suitability in educational settings. One important interaction is augmented reality X-ray—provi...
Handheld Augmented Reality Usability Scale (HARUS) by Marc Ericson C. Santos is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Augmented reality (AR) is an emerging technology for communicating learning contents. Several AR systems are designed for learning. However, studies that have investigated instructional strategies for applying AR are few. This investigation requires the implementation of prototypes that use state-of-the-art technology and sound learning theory. In...
Augmented reality (AR) is an enabling technology for presenting information in relation to real objects or real environments. AR is situated multimedia or information that is positioned in authentic physical contexts. In this paper, we discuss how we address issues in creating AR content for educational settings. From the learning theory perspectiv...
Handheld augmented reality (HAR) applications must be carefully designed and improved based on user feedback to sustain commercial use. However, no standard questionnaire considers perceptual and ergonomic issues found in HAR. We address this issue by creating a HAR Usability Scale (HARUS).
To create HARUS, we performed a systematic literature rev...
Engineers and educators alike have prototyped a variety of augmented reality learning experiences (ARLEs). However, adapting ARLEs in educational practice would require an interdisciplinary approach that considers learning theory, pedagogy and instructional design. To address this requirement, we model ARLEs as learning objects by outlining the nec...
Augmented reality (AR) x-ray interaction is an enabling technology for providing students with virtual abstractions of the interior of an object. It provides students contextual visualization - the presentation of virtual information in the rich context of a real environment - thereby offering compelling experiences. According to experiential learn...
We propose Augmented Reality (AR) x-ray as an educational tool for contextual visualization--presenting virtual information in the rich context of a real environment. Teachers and students evaluated a state-of-the-art implementation of AR x-ray. Results show that realism, visibility, and perception of depth in AR x-ray are not significantly differe...
Wireless sensor and actuator networks have expanding applications which requires better throughput, power efficiency and cost effectiveness. This study intends to contribute to the growing pool of knowledge on WSAN especially in the design for novel applications such as image or video over WSANs, and solar energy and RF energy harvesting for the WS...
This study intends to contribute to the growing pool of knowledge on WSAN especially in the design for novel applications such as image or video over WSANs, and solar energy and RF energy harvesting for the WSAN nodes. Two basic scalable wireless sensor and actuator networks were implemented and characterized in terms of throughput and power consum...
Wireless sensor and actuator networks have expanding applications which requires better throughput, power efficiency and cost effectiveness. This study intends to contribute to the growing pool of knowledge on WSAN especially in the design for novel applications such as image or video over WSANs, and solar energy and RF energy harvesting for the WS...