In this study, we proposed an augmented reality- (AR-) based mobile touring system for an authentic learning activity, which enables students to observe and learn key information regarding cultural heritage sites. To evaluate the effectiveness of the proposed system, we conducted an experiment in a cultural heritage course at a Taiwanese university. A total of 72 students were divided into two groups and randomly assigned to an experimental group who learned with the AR-based mobile touring system and a control group who learned with a conventional mobile touring system. The experimental results show that the AR-based mobile touring system significantly improved the students’ memorising dimension of learning achievement, as compared with a conventional mobile touring system. Moreover, the positive impact of the proposed system on students’ actualised interest and task-based interest factors provide a particularly encouraging result for outdoor experiences. These experimental results also suggest the potential of AR technology to increase students’ learning interest and improve their learning achievements in outdoor settings. Therefore, we suggest that, when applying an AR-based mobile touring system in authentic learning activities, AR virtual objects should be designed appropriately, in order that the content recall performance and learning interest are enhanced.
Implications for practice or policy:
Teachers may need to consider using an AR-based mobile touring system for outdoor learning activities.
First-year student learning achievements and interest can be improved by an AR-based mobile touring system.
First-year student learning performance and interest can be improved by AR technology.
The usefulness of AR technology can be proved through a comparison of experimental designs.
This study developed a QR-based U-Learning Material Production System (QR-ULMPS) that provides teachers with an education tool to motivate college level students enrolled in a liberal arts course. QR-ULMPS was specifically designed to support the development of u-learning materials and create an engaging context-aware u-learning environment for students. A quasi-experimental research design was used to evaluate the overall effectiveness of QR-ULMPS; the Unified Theory of Acceptance and Use of Technology (UTAUT) assessed the feasibility of using QR-ULMPS to implement teaching activities; while the Instructional Materials Motivation Survey (IMMS) was used to measure the students' learning motivation after using the proposed u-learning system. From the results of the UTAUT questionnaire, we found that teachers rated the system postively and were willing to accept and adopt QR-ULMPS into their course content. Teachers also agreed that QR-ULMPS was a useful tool to motivate students' learning during outdoor teaching activities. Moreover, results of the IMMS questionnaire indicated that students assigned to the proposed u-learning system achieved better results than participants learning via conventional methods. We believe that the proposed u-learning system is advantageous because it enhances student motivation and allows for higher levels of engagement, particularly during outdoor learning activities. Thus, we conclude that the proposed u-learning system can create a learning experience that both interests and engages students. Although QR-ULMPS is not mature enough to be used across a sundry of educational domains, it provides an innovative opportunity for teachers to integrate a novel teaching methodology that challenges traditional educational norms.
In this study, a head-mounted device was developed to track the gaze of the eyes and estimate the gaze point on the user’s visual plane. To provide a cost-effective vision tracking solution, this head-mounted device is combined with a sized endoscope camera, infrared light, and mobile phone; the devices are also implemented via 3D printing to reduce costs. Based on the proposed image pre-processing techniques, the system can efficiently extract and estimate the pupil ellipse from the camera module. A 3D eye model was also developed to effectively locate eye gaze points from extracted eye images. In the experimental results, average accuracy, precision, and recall rates of the proposed system can achieve an average of over 97%, which can demonstrate the efficiency of the proposed system. This study can be widely used in the Internet of Things, virtual reality, assistive devices, and human-computer interaction applications.
In this study, a head-mounted camera was used to track eye behaviors and estimate the gaze point on the user's visual plane. The integration of the elastic mechanism design makes the headset adaptable for various users. The wearable cases were prototyped with low-cost cameras to produce an efficient eye tracking solution. This proposed system can effectively extract and estimate pupil ellipse from a few camera images of an eye and compute the corresponding threedimensional eye model. The system can match later images of the same pupil ellipse from a head-mounted camera to give the possible visual angles. To estimate the gaze point, the system uses multiple-point calibration to solve the related polynomial formula for future angle-to-gaze mapping. The proposed eye-tracking algorithms can provide a lowcomplexity solution with high accuracy, precision, and speed. This tracking system is a low-cost and promising system that can be used in headsets for virtual reality, auxiliary equipment, interactive machine, and human-machine interface applications. The proposed eye-tracking algorithm can achieve satisfactory performance without using a highend high-speed camera and can be detected under different lighting sources, and the average errors of the detection results are stably within 9 pixels and at a distance of 50 cm from the screen; while the average error of the fixation mapping results is within 3 .
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.