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Augmented Reality and Virtual Reality in Education. Myth or Reality?

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  • Ecole des sciences de l'information, Rabat, Maroc

Abstract

Augmented Reality and Virtual Reality are not new technologies. But several constraints prevented their actual adoption. Recent technological progresses added to the proliferation of affordable hardware and software have made AR and VR more viable and desirable in many domains, including educa-tion; they have been relaunched with new promises previously unimaginable. The nature of AR and VR promises new teaching and learning models that better meet the needs of the 21st century learner. We’re now on a path to re-invent education. This work consists of explaining the reasons behind the new rise of AR and VR and why their actual adoption in education will be a reality in a near fu-ture.
Short PaperAugmented Reality and Virtual Reality in Education. Myth or Reality?
Augmented Reality and Virtual Reality in Education.
Myth or Reality?
https://doi.org/10.3991/ijet.v14i03.9289
Noureddine Elmqaddem
Ecole des Sciences de l’information (ESI), Rabat, Morocco
nelmqaddem@esi.ac.ma
AbstractAugmented Reality and Virtual Reality are not new technolo-
gies. But several constraints prevented their actual adoption. Recent technologi-
cal progresses added to the proliferation of affordable hardware and software
have made AR and VR more viable and desirable in many domains, including
education; they have been relaunched with new promises previously unimagi-
nable. The nature of AR and VR promises new teaching and learning models
that better meet the needs of the 21st century learner. We’re now on a path to
reinvent education. This work consists of explaining the reasons behind the new
rise of AR and VR and why their actual adoption in education will be a reality
in a near future.
KeywordsAugmented reality, Virtual reality, education, immersive learning
1 Introduction
Augmented reality and virtual reality are not really new technologies. The first vir-
tual reality headset was created at the University of Utah in the 1970s by Daniel
Vickers. With two screens, the headset gives the user the opportunity to observe the
virtual scene presented to him by turning his head. A few years later, a new interface
is developed: the data glove (DataGlove). This device, created in 1982, measures the
movement of the hand and fingers and communicates it to the computer (Fuchs,
2006).
And, the term "Virtual Reality" was proposed in the United States in the 1980s by
Jaron Lanier [1]. As for the term “augmented reality”, it was coined by researcher
Thomas Caudell and David Mizell in 1990 to describe how the head-mounted dis-
plays that electricians used when assembling complicated wiring harnesses worked.
The last technological craze of AR and VR was in the 1990s. But, at that time,
many constraints prevented these technologies from being actually adopted by the
general public.
In this work, we will argument in favor of a real advance of AR and VR and ex-
plain why they finally can be adopted in all domains, including education. We will
explore the evolution of some technologies that are used in AR. Hence, we will try to
verify whether AR and VR are a reality and their adoption in education is finally pos-
sible or are they still a myth.
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Short PaperAugmented Reality and Virtual Reality in Education. Myth or Reality?
2 Objective
Explain why AR and VR can finally be seriously integrated into teaching and
learning and demonstrate how much their promises are high.
3 Questions
There are 2 important questions behind this work:
What makes AR and VR a reality no longer just a myth?
Why are AR and VR a real new enhancement of teaching and learning? What
makes them more suitable for the 21st century student than the different methods
of learning we have known until now?
4 Research Method
Comparison of some technologies used during the 1990s and their current counter-
parts that affected the use of AR and VR.
5 Results
The nature of AR and VR and their recent enhancement thanks to various techno-
logical advancements allows a new type of learning that better meets the needs of the
21st century learner who wants entertainment, interactivity, participation and manipu-
lation of objects. However, an effective adaption of AR and VR in education and
learning will not happen until some technical and social issues are resolved and edu-
cation programs are more adapted so as to take full advantage of the potential of these
technologies.
6 Discussion
6.1 Virtual reality
A favorite definition, though restrictive, is to consider virtual reality as "human
immersion in a synthetic world" [2]. This definition is especially acceptable for peo-
ple who associate virtual reality with the use of a helmet. And, this is exactly the case
that interests us in this work. Compared to the virtual reality experiments of the 90s,
this technology has improved to an impressive degree.
Virtual reality (VR) is a technology that allows us to immerse ourselves in an arti-
ficial world; this world can be an entirely imaginary universe or only the reproduction
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Short PaperAugmented Reality and Virtual Reality in Education. Myth or Reality?
of the real world. The experience can be visual, auditory and, at times, also haptic1.
This immersion is done using a virtual reality headset that places a stereoscopic 3D
display system in front of the eyes (on the nose). Some models are equipped with
sensors that detect head tracking to allow the user to look around. The images are then
recalculated in real time to synchronize with the direction of the head or gaze.
VR has sought to get the attention of the general public since the 1980s, but with-
out an actual success. At that time, technologies related to VR were not known to the
general public, but then they aroused the interest of the media.
Since 2014, virtual reality dedicated to the general public has been boosted by the
arrival of helmets that are both more efficient and affordable. The developer version
of the Oculus Rift headset was released in 2013, and it is only in March 2016 that this
headset was on the mainstream market. Google was the first to play the card of the
democratization of this technology by proposing in 2014 a model of VR helmets in
cardboard called Google Cardboard and which is used with a smartphone as a display
system. Subsequently, other companies have manufactured more advanced versions
of the Cardboard, such as Samsung through its Gear VR (the mobile version of the
Oculus Rift). Versions of VR headphones connected to a computer or game console
are also available on the public market since the year 2016. Besides the Oculus Rift
headphones from Facebook, there is HTC's HTC Vive and Sony's PlayStation VR
amongst many others. These versions of high-end headsets are more expensive and
require the use of a high-performance computer or a recent game console. Less ex-
pensive helmet projects that work with underperforming computers are in progress.
It is only from 2012 that virtual reality finally looks interesting. Several technolog-
ical and commercial improvements now allow the use of VR with enough comfort to
arouse the interest of everyone. On the one hand, the accessibility and power of com-
puters and smartphones. On the other hand, the generalization of Internet access and
the speed of fixed and mobile connections. Not to mention the richness and diversity
of content in VR (thanks to the improvement of other technologies and programming
languages). At the same time, picture or video quality has improved a lot. The "head-
tracking" also improved so much that the use of VR helmets is finally possible with-
out discomfort.
An important evolution in the field of virtual reality is related to the possibility of
manipulating the objects of the synthetic world through the use of controllers such as
Oculus Touch. This allows students, for example, to practice and learn by interacting
with objects in the virtual world in an even more interesting way.
According to Michael Abrash, head of the scientific team of the company Oculus
VR, what the VR allows us to do today was technically almost impossible a few years
ago. The evolution experienced by VR these last 5 years is certainly remarkable. But,
what we will see in the next few years will be even more impressive. (Abrash, 2016)
Giants like Google, Facebook, HTC and Sony (through their Cardboard, Oculus
Rift, HTC Vive and Playstation VR helmet) have given a new breath to this technolo-
gy with promises of real success this time. They are working on gigantic projects to
1 Allows us to experience certain sensations related to touch.
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Short PaperAugmented Reality and Virtual Reality in Education. Myth or Reality?
advance this technology and enable its exploitation in several areas, including the
field of education.
According to the investment bank Citi, the hardware, software, networks and con-
tent in VR market will reach $ 200 trillion in 2020.
The fields of application of this technology are unlimited: training with simulators,
simulation of surgical procedures, architecture, archeology with the reconstruction of
sites, virtual museum visits, treatment of phobias, and various types of learning.
Just like flight simulation, which has long been known for its effectiveness in
learning to pilot when combined with actual flights, why not do the same thing in the
field of education? Michael Bodekaer wants to do even better through his virtual lab
that gives scientists, whether experienced or in training, the opportunity to do tests
and experiments without taking physical risks, and with less costs and more results.
There are also immersive education platforms, such as Engage, a free to use social
education and presentation platform that allows everyone to hold meetings, classes,
private lessons and presentations with people from all around the world in a safe vir-
tual multi user environment. 2
The value of adopting virtual reality in education and learning is related in part to
the fact that this technology can improve and facilitate learning, increase memory
capacity and make better decisions while working in entertaining and stimulating
conditions. In fact, when we read textual content (on a printed document for exam-
ple), our brain uses a process of interpretation of everything we read, which increases
our cognitive efforts. In the case of the use of virtual reality, the process of interpreta-
tion is reduced because there are fewer symbols to interpret and the understanding is
more direct. For example, it is easier to understand how a machine works by visualiz-
ing the process of its operation than by reading a textual explanation. And, when the
visualization is in 3D / VR, it is even clearer. Having physical access to all what we
learn is not possible, hence the importance of VR, which allows us to access every-
thing we want, virtually, as if we really are there. The learner can for example explore
the moon or the ocean floor or the state of a place as it has been in the past. This al-
lows a better understanding of things and phenomena with less cognitive efforts on
the part of the learner, and less cost for the institute that deals with learning. The
learner feels more engaged, more motivated and more receptive and ready to learn
and communicate with others. Virtual reality-based learning has been proven to in-
crease learners' level of attention by 100% and improve test results by 30%.
VR will not only transform the way we entertain ourselves, but it will also com-
pletely change the way students learn in and out of the classroom. However, it will be
necessary to know how to build and deploy educational programs that are well
adapted to this technology and that best meet the requirements of the learner of the
21st century. (Education and VR: Changing the way we learn.
https://youtu.be/SxyuCbMK_rI).
6.2 Augmented reality
Unlike virtual reality (which leads to total immersion in the artificial world), aug-
mented reality refers to a virtual interface, in 2D or 3D, that enhances (or augments)
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Short PaperAugmented Reality and Virtual Reality in Education. Myth or Reality?
what we see by overlaying additional information (digital content) onto the real
world. Immersion in the virtual world is not total, because we can always see the real
world around us.
AR works through a device that films the real world and inverts live virtual objects,
animations, texts, data or sounds that the user views from the screen of a computer, a
smartphone, a tablet, a pair of glasses, a headset or any other on-screen display sys-
tem. The real world and virtual information are synchronized thanks to geolocaliza-
tion and embedded sensors (accelerometer, gyroscope) that locate the user in relation
to his environment and adapt the display to his movements.
Until 1999, AR was confined to scientific research labs. Equipment was expensive
and software complicated enough to make the normal user unable to deal with such a
technology. The release of ARToolKit2 to the open-source community by H. Kato and
Billinghurst in 1999 gave a new start to that technology. At that time already, they
proposed an augmented reality conferencing system, which uses the overlay of virtual
images on the real world and allows users to collaboratively view and interact with
virtual objects using a shared virtual whiteboard [3]. In recent years, AR has attracted
the interest of several actors around the world: Total Immersion, Wikitude, Layar and
many others. Since then, this technology has evolved and became widespread thanks
to the accessibility of smartphones and tablets. The manufacture of AR glasses such
as Microsoft's HoloLens has boosted interest in this technology. Promising projects
are in progress and will allow the real exploitation of this technology in all areas,
including the field of education.
Among the works done so far on how advanced technologies can be harnessed to
enrich teaching, many see AR as an effective tool [4]. Numerous studies have re-
vealed positive effect of VR on the learning process [5]. This technology makes it
possible to interact with objects that belong to the virtual or real world, to learn
through experimentation, participation and interactivity, to increase motivation and
attention of the learner [6]. Learning becomes more enjoyable and effective, even
when it comes to exploring and knowing abstract concepts or complex phenomena,
and this thanks to the possibilities of visualization and realization of the concepts that
this technology makes accessible to the learner [7], [8].
AR tools and applications, including those dedicated to the field of teaching and
learning, are numerous and evolve quickly. Experts predict that in the near future, AR
will be the new computing platform. Screen machines, such as computers and tele-
phones, will be replaced by immersive devices based on VR and AR. The HoloLens
augmented reality helmet from Microsoft has already gone in this direction. Accord-
ing to Pamela B. Davis (Dean, School of Medicine at Microsoft Build 2016), students
will be allowed to learn using the most forward looking educational programs and
HoloLens is a key part of this. It may be the next big transforming and change in
medical education and many other fields. Oculus' John Carmack ascertains that the
next 5 years will technologically and creatively take this medium some place we have
never imagined3 [9].
2 https://www.hitl.washington.edu/artoolkit/documentation/history.htm
3 Oculus' John Carmack Explains Virtual Reality in 5 Levels of Difficulty
https://www.youtube.com/watch?v=akveRNY6Ulw
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The areas of application of AR affect entertainment (including video games) as
well tourism, architecture, medicine, education, industry. In the sector of education
and training, it allows technicians, for example, to learn new procedures in real condi-
tions. Faced with a new device, the person can discover the disassembly procedure
step by step by seeing the instructions appear in real time.
HoloLens for example allows medical students to manipulate and visualize the
human body with unprecedented accuracy [10].
In the cultural field, augmented reality applications allow tourists or museum visi-
tors to discover the history of places or works by simply pointing the camera of their
smartphone in their direction.
According to Kurubacak and Altinpulluk [11], AR provides numerous educational
benefits. For students, these benefits can be summarized as: courses’ being fun, reduc-
ing cognitive load, increase in motivation and interest towards the course, increased
opportunity to ask questions, increase in interaction between students, new opportuni-
ties for individual learning, concretizing abstract concepts, rise of success. As for
teachers, these benefits consist of contribution to the development of creativity in
students, ensuring effective participation of students to the course, students’ being
able to carry out the course with their own pace.
6.3 Recent advances and new perspectives
Advancements in AR and VR do not concern only hardware, but also software. For
Oculus, Rift Core 2.04 promises a more powerful, intuitive and personal VR platform.
Rift Core 2.0 offers a brand new system interface, Oculus Dash and Oculus Home.
Dash takes full advantage of touch and unlocks the entire power of computers allow-
ing the manipulation of desktop apps from inside the VR environment. Hand presence
is a powerful tool for direct manipulation. Thanks to Dash and Oculus Touch, VR as a
computing platform will soon be no longer just a project, but a reality. Dash is meant
to be a massive step forward for VR and will make it a fundamentally new computing
platform, one we will use every day to work, connect and play.
On the other hand, Oculus Home and Facebook Spaces5 show that VR is not only
for entertainment, but can be used for all our activities, including communication and
socialization. This should attract the interest of most of those reticent people who
argument against VR as simply an entertainment medium.
There are many AR platforms that allow developers, as well as beginners, to create
augmented reality applications and products such as Augment6, Layar7 and Blippar8
4 Oculus announces Rift Core 2.0 within Oculus Connect 2017 launch event on October 11 2017.
https://www.youtube.com/watch?v=fBjhAYlH35M. Thanks to Dash and Home, the Rift Core 2.0 update
(expected on December 2017) allows a greater level of presence, interaction with friends and manipulation
of applications within VR.
5 www.facebook.com/spaces
https://www.oculus.com/experiences/rift/1036793313023466/ -
https://www.facebook.com/FacebookTips/videos/10155260579068466/
6 www.augment.com
7 www.layar.com
8 www.blippar.com
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(amongst many others). As for Apple’s and Google’s developer’s kits (ARKit9 and
ARCore10 respectively), they will simply open the door even wider for developers to
enrich the AR content. Competition between Google and Apple through their AR
platforms will make these technologies evolve quickly. ARKit and ARCore will allow
developers to propose rich AR and VR contents and varied applications.
Accessibility of VR and AR is another element that should help to popularize these
technologies. Google was the pioneer in proposing cheap VR platforms and headsets
that started with Google cardboard in 2014 (The first VR platform and VR headset).
In 2016, Google introduced a new VR platform and headset called Daydream (that
costs less than 50 $).
Accessibility of VR being very important, Oculus has been working on the project
of new headsets that are more available. To profit from the best quality VR headsets
like Oculus Rift, we had to own an expensive computer (that meets the needs of Ocu-
lus Rift). And Oculus Rift itself was proposed for 700$. The Oculus Gear Vr too ne-
cessitates the new brand Samsung smartphones (Samsung S6, S7, S8 or Note).
Now, thanks to stand-alone headsets like the Oculus Go, we no longer need a com-
puter nor a smartphone. Oculus Go allows a high quality VR experience and costs less
about 200$ for the 32GB version and 250$ for the 64GB one. And the oculus Rift
itself is more affordable (about 400$). Apple is working on a AR glass called iGlass
which will be released soon and should open new perspectives for AR. We also notice
the accessibility of 360° cameras that allow everybody to take photos or videos in
VR/360°. For 170$, Samsung Gear 360, for example, allows to capture high quality
VR photos and videos (4K videos and 15 MP still images). Other VR cameras cost
less than 100$. Few additional improvements on these 360° cameras will make the
production of VR videos and photos accessible to everybody.
7 Conclusion
The main objective of this work was to verify to what extent AR and VR have
evolved and whether they are now mature enough to be integrated in education pro-
grams. In fact, many recent hardware and software improvements show that in a near
future AR and VR will be reliable enough as new computing platforms. This promises
radical changes and new teaching and learning models that should satisfy the needs of
the learner of the 21st century who no longer thinks the same way as in the 20th or 19th
century. The fact that giants like Facebook, Google, Microsoft and Apple consider
VR and AR as interesting fields for investment promises a bright future for these
technologies.
It’s clear that an actual integration of these technologies requires lots of improve-
ments and changes not only on the part of engineers and experts of AR and VR, but
also teachers and all persons related to the field of educational. Engineers must pro-
9 ARKit is a new framework introduced within iOS 11 and that allows to easily create augmented reali-
ty experiences for iPhone and iPad. https://developer.apple.com/arkit/
10 ARCore is an augmented reality software development kit for Android released by Google on Au-
gust 29 2017
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Short PaperAugmented Reality and Virtual Reality in Education. Myth or Reality?
pose VR and AR headsets that are more comfortable and accessible. In fact, a long
use of the VR and AR headsets proposed for now causes some discomfort. As for
persons related to education, they must deploy more forward educational programs
that fit well with the nature of these technologies and fulfil the needs of the learner.
When applied properly, these technologies can create enhanced contemporary educa-
tional environments and enriched learning opportunities for students. In all cases, it is
certain that in the next few years AR and VR will revolutionize the way we interact
with the real world and will be widely adopted in all domains. They will no longer be
only a myth but a reality. What has been said till now about these technologies does
not show their actual potential. It is just scratching the surface of what they will allow
us to do in the near future.
8 References
[1] P. Fuchs, G. Moreau and P. Guitton, Virtual Reality: Concepts and Technologies, Boca
Raton: CRC Press, Inc., 2011.
[2] R. J. Seidel and P. R. Chatelier, Virtual Reality, Training’s Future?: Perspectives on
Virtual Reality and Related Emerging Technologies, Berlin: Springer Science & Business
Media, 1997. https://doi.org/10.1007/978-1-4899-0038-8
[3] H. Kato and M. Billinghurst, "Marker Tracking and HMD Calibration for a video-based
Augmented Reality Conferencing System," in Proceedings of the 2nd International
Workshop on Augmented Reality (IWAR 99), San Francisco, USA, 1999.
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[4] M. Dunleavy, C. Dede and R. Mitchell, "Affordances and limitations of immersive
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[6] S. Singhal, S. Bagga, P. Goyal and V. Saxena, "Augmented chemistry: Interactive
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2018].
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[11] G. Kurubacak and H. Altinpulluk, Mobile Technologies and Augmented Reality in Open
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9 Author
Noureddine Elmqaddem is associated with Department of Document Engineer-
ing, Strategic Intelligence and Records Management (IDVSRM) at Ecole des Scienc-
es de l’information (ESI) in Rabat, Morocco.
Article submitted 28 July 2018. Resubmitted 22 October 2018. Final acceptance 24 October 2018. Final
version published as submitted by the authors.
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... One of the current patterns of technology embedded in education is the immersive experience through augmented reality (AR). AR refers to a virtual interface, in 2D or 3D, that enhances (or augments) what we see by overlaying additional information onto the real world, which enables an interactive experience with the real-world objects that are enhanced by computer-generated perceptual information [1] [2]. Coherently, AR has been employed in educational contexts to accommodate the learning needs with recommended courses of action, and this technology has left a positive mark on education [2] [3]. ...
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These digital days, the learning curve in the educational sector is changing progressively because of technological advancements and societal demands. Technology integration, particularly, provides the ability to engage in diverse learning platforms, which then expose the learners to an immersive learning experience. This study introduced augmented reality (AR) game-based learning mobile application to young learners in exploring wildlife conservation. However, the challenge in mixing fun gameplay and essential wildlife education to foster young learner's interest in wildlife conservation can be tough. In capturing the attention of young learners, the project aims to create a captivating wildlife game application that combines education with entertainment. This project employs a prototyping method, allowing for iterative development and testing of the AR game application to ensure its effectiveness in delivering educational content. The application incorporates interactive elements such as 3D models of wildlife with vocal features and quizzes elements. Findings reveal that the application facilitated the refinement of game mechanics and educational content based on user feedback, leading to an engaging and educational final product. The results emphasize the success of the approach is not only capturing young learner's interest but also increasing their knowledge and awareness of wildlife conservation. In the future, the incorporation of other elements such as leaderboard, badges and rewards have the potential to stimulate young learners’ motivation to actively participate in the learning program.
... It should focus on how these tools affect educational outcomes like achievement and involvement at all levels of higher education, from course preparation to student assessment and rating [58]. The widespread availability of reasonably priced gear and software, along with advances in technology, has increased the viability and appeal of VR in many fields, especially education [59]. (VR), when implemented as head-mounted devices (HMDs), could lead to novel approaches to teaching medical information in situations with limited resources. ...
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Integrating Virtual Reality (VR) with developing technology has become crucial in today’s schools to transform in-the-moment instruction. A change in perspective has occurred because of VR, enabling teachers to create immersive learning experiences in addition to conventional classes. This paper presents a systematic literature review with an in-depth analysis of the changing environment of immersive learning. It discusses advantages and challenges, noting results from previous researchers. VR facilitates more profound knowledge and memory of complex subjects by allowing students to collaborate with digital structures, explore virtual landscapes, and participate in simulated experiments. Developing VR gear, like thin headsets and tactile feedback mechanisms, has democratised immersive engineering learning by making it more approachable and natural for a broader range of students. This study sheds light on the revolutionary potential of immersive learning via VR integration with new technologies in real-time education by examining current trends, discussing obstacles, and an outlook on future directions using the new Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA). This study used four databases: Scopus, IEEE, Springer, and Google Scholar. During the selection, 24 articles were added during the review, and 53 studies were selected. It clarifies best practices for adopting VR-enhanced learning environments through empirical analysis and case studies, and it also points out directions for future innovation and growth in the field of immersive pedagogy.
... In such a background, the change from simple text to two-dimensional images, from multimedia video to virtual reality, has been an inevitable trend [3]. In the key task planning of important guidance documents about education informatization and other important guidance documents distributed in recent years, the combination of virtual reality and the field of education has been taken as an important construction content for the development of future education research and specific requirements have been put forward [4][5]. Requirements in the future to increase efforts to deepen the construction of educational resources for vocational education and higher education, constantly improve the professionalism of teachers, cultivate the core literacy of students and modern information literacy, and gradually master and use the new era of science and technology to promote the development of education and teaching, such as big data, virtual reality, artificial intelligence and so on [6][7]. ...
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With the continuous progress of society and the deepening of the new curriculum reform process, art curriculum education needs to enable students to improve their spatial imagination in a positive emotional experience. This paper promotes the integration of virtual reality technology into art curriculum education with the help of IVLE technology. It is proposed to improve students’ spatial imagination in the art curriculum by applying practice courses, establishing practice environments, and selecting practice objects. The purpose of the virtual reality spatial cognition assessment dataset is to assess students’ spatial imagination. Extract the performance and behavioral characteristics of students, respectively, and use the Lasso regression algorithm to add regularization terms behind the loss function of the linear regression model to reduce the problem of covariance. The model was trained and evaluated through simulation experiments. All the prediction points of the Lasso regression model were within the 95% confidence interval, and the mean value of the difference score was 0.0909, with the maximum of the true value and the predicted value not exceeding 2. Comparing the effects of traditional art course education and immersive art course teaching with VR technology on the enhancement of spatial imagination, from the later stage of the experiment, all the dimension scores of the experimental group’s spatial imagination were higher than those of the control group, and the total scores were higher than the total scores of the control group. The score difference between the control group and the scores is 5.886 points. Virtual reality technology has a greater effect on cultivating students’ spatial imagination.
Conference Paper
Este trabalho apresenta o desenvolvimento e implementação do sistema “Safari Escolar”, uma plataforma de Realidade Aumentada (RA) voltada para crianças da educação infantil em uma cidade do interior, com foco em unidades educacionais localizadas fora do centro urbano. O sistema tem como objetivo proporcionar uma experiência interativa e lúdica, permitindo que as crianças explorem o ambiente escolar em busca de animais fictícios, promovendo o aprendizado de maneira envolvente e divertida. O desenvolvimento foi acompanhado por uma professora especialista em educação infantil, que contribuiu para a identificação das necessidades e expectativas das crianças ao interagirem com a tecnologia. Foram criadas interfaces intuitivas e um banco de dados com informações educativas sobre os animais, adaptadas para o público infantil. Os resultados indicam um potencial pedagógico positivo, com boa estabilidade do sistema e alta precisão no posicionamento dos animais virtuais, demonstrando sua viabilidade e impacto educativo.
Conference Paper
Este trabalho investiga o potencial transformador dos Metaversos e da gamificação na educação, utilizando plataformas como Unity e Spatial.io para criar ambientes imersivos que facilitam o desenvolvimento de habilidades metacognitivas em estudantes. Ao integrar tecnologias avançadas, como mundos espelho, gêmeos digitais e avatares, em atividades educacionais gamificadas, proporcionamos uma aprendizagem mais envolvente, interativa e personalizada. Ao explorar como os ambientes virtuais podem servir como cenários dinâmicos para a prática e aquisição de habilidades metacognitivas, este artigo propõe uma abordagem educacional inovadora que responde às necessidades da sociedade digital contemporânea.
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Objective: This study looked into how information and communication technology (ICT) affected Jordanian secondary school pupils' academic performance and ability to think creatively. Theoretical Framework: The purpose of the study was to evaluate how well ICT tools support students' creativity and improve their academic achievement. Method: A balanced viewpoint on the use of ICT in education was provided by the data gathered from surveys given to 50 teachers and 50 students. Results and Discussion: The results showed that most people had a favorable opinion of ICT's contribution to raising academic standards. Students said that using ICT tools really improved their interest in studying, motivation, and involvement. The utilization of digital technologies has been linked to better comprehension of study materials, increased growth in creative thinking abilities, and better academic achievement. It has been discovered that ICT enhances interactive and customized learning, assisting students in efficiently planning their study sessions and coming up with original solutions to challenges. Research Implications: The study did draw attention to several obstacles, though, such as students' differing preferences for conventional teaching techniques and their challenges adjusting to new technologies. These difficulties highlighted the necessity for ongoing funding for teacher preparation programs and the creation of successful ICT integration plans. To maximize the use of technology in education, the study suggested additional investments in ICT resources and professional development for teachers. Originality/Value: Future studies should examine the long-term effects and potency of particular ICT tools in various educational settings.
Book
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Novel trends and innovations have enhanced contemporary educational environments. When applied properly, these computing advances can create enriched learning opportunities for students. Mobile Technologies and Augmented Reality in Open Education is a pivotal reference source for the latest academic research on the integration of interactive technology and mobile applications in online and distance learning environments. Highlighting scholarly perspectives across numerous topics such as wearable technology, instructional design, and flipped learning, this book is ideal for educators, professionals, practitioners, academics, and graduate students interested in the role of augmented reality in modern educational contexts.
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Current knowledge delivery methods in education should move away from memory based learning to more motivated and creative education. This paper will emphasize on the advantages tangible interaction can bring to education. Augmented Chemistry provides an efficient way for designing and interacting with the molecules to understand the spatial relations between molecules. For Students it is very informative to see actual molecules representation 3D environment, inspect molecules from multiple viewpoints and control the interaction of molecules.We present in this paper an Augmented Reality system for teaching spatial relationships and chemical-reaction problem-solving skills to school-level students based on the VSEPR theory. Our system is based on inexpensive webcams and open-source software. We hope this willgenerate more ideas for educators and researcher to explore Augmented Reality technology in the field of interactive education.
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The form factors of handheld computers make them increasingly popular among K-12 educators. Although some compelling examples of educational software for handhelds exist, we believe that the potential of this platform are just being discovered. This paper reviews innovative applications for mobile computing for both education and entertainment purposes, and then proposes a framework for approaching handheld applications we call “augmented reality educational gaming.” We then describe our development process in creating a development platform for augmented reality games that draws from rapid prototyping, learner-centered software, and contemporary game design methodologies. We provide a narrative case study of our development activities spread across five case studies with classrooms, and provide a design narrative explaining this development process and articulate an approach to designing educational software on emerging technology platforms. Pedagogical, design, and technical conclusions and implications are discussed.
Conference Paper
Full-text available
We describe an augmented reality conferencing system which uses the overlay of virtual images on the real world. Remote collaborators are represented on virtual monitors which can be freely positioned about a user in space. Users can collaboratively view and interact with virtual objects using a shared virtual whiteboard. This is possible through precise virtual image registration using fast and accurate computer vision techniques and head mounted display (HMD) calibration. We propose a method for tracking fiducial markers and a calibration method for optical see-through HMD based on the marker tracking
Book
In 1988, the NATO panel governing human sciences (Panel 8 on Defence Applica­ of Human and Bio-Medical Sciences) established a Research Study Group to synthe­ tions size information relevant to Advanced Technologies Applied to Training Design. During its first phase, the RSG established an active exchange of information on advanced tech­ nologies applied to training design and stimulated much military application of these tech­ nologies. With the increased emphasis on training throughout the alliance, Panel 8, during its April 1991 meeting decided to continue with Phase II of this RSG focusing in the area of advanced training technologies that were emerging within the alliance. In order to ac­ complish its mission, the RSG held a series of workshops. Leaders in technology and training were brought together and exchanged information on the latest developments in technologies applicable to training and education. This volume represents the last in a se­ ries based on the NATO workshops. In Part One, it details findings from the last work­ shop, Virtual Reality for Training; and in Part Two, we provide a summary perspective on Virtual Reality and the other emerging technologies previously studied. These include computer-based training, expert systems, authoring systems, cost-effectiveness, and dis­ tance learning. It is a natural extension to proceed from learning without boundaries to virtual envi­ ronments. From the extended classroom to the individual or team immersion in a distrib­ uted, virtual, and collaborative environment is an easy conceptual step.
Article
The purpose of this study was to document how teachers and students describe and comprehend the ways in which participating in an augmented reality (AR) simulation aids or hinders teaching and learning. Like the multi-user virtual environment (MUVE) interface that underlies Internet games, AR is a good medium for immersive collaborative simulation, but has different strengths and limitations than MUVEs. Within a design-based research project, the researchers conducted multiple qualitative case studies across two middle schools (6th and 7th grade) and one high school (10th grade) in the northeastern United States to document the affordances and limitations of AR simulations from the student and teacher perspective. The researchers collected data through formal and informal interviews, direct observations, web site posts, and site documents. Teachers and students reported that the technology-mediated narrative and the interactive, situated, collaborative problem solving affordances of the AR simulation were highly engaging, especially among students who had previously presented behavioral and academic challenges for the teachers. However, while the AR simulation provided potentially transformative added value, it simultaneously presented unique technological, managerial, and cognitive challenges to teaching and learning.
Learning objects for education with augmented reality
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Preliminary Evaluation on User Acceptance of the Augmented Reality use for Education
  • D Sumadio
D. Sumadio and R. D. R. A., "Preliminary Evaluation on User Acceptance of the Augmented Reality use for Education," in Second International Conference on Computer Engineering and Applications, Bali Island, Indonesia, 2010.
Virtual Reality Engineer Explains One Concept in 5 Levels of Difficulty | WIRED
  • J Carmack
J. Carmack, "Virtual Reality Engineer Explains One Concept in 5 Levels of Difficulty | WIRED," [Online]. Available: https://www.youtube.com/watch?v=akveRNY6Ulw. [Accessed 13 05 2018].
Hololens in Medicine: amazing demo from Microsoft Build 2016 -YouTube
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M. Griswold, "Hololens in Medicine: amazing demo from Microsoft Build 2016 -YouTube," 2016. [Online]. Available: https://youtube/GBs471Ki8HE. [Accessed 18 06 2018].