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Journal ArticleDOI

Human factors and qualitative pedagogical evaluation of a mobile augmented reality system for science education used by learners with physical disabilities

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TLDR
The main focus of the paper is on highlighting the human factors issues and challenges, in terms of wearability and technology acceptance, while elaborating on some qualitative aspects of the pedagogical effectiveness of the instructional medium that AR technology offers for this group of learners.
Abstract
Technology-enhanced learning, employing novel forms of content representation and education service delivery by enhancing the visual perception of the real environment of the user, is favoured by proponents of educational inclusion for learners with physical disabilities. Such an augmented reality computer-mediated learning system has been developed as part of an EU funded research project, namely the CONNECT project. The CONNECT project brings together schools and science centres, and produces novel information and communication technologies based on augmented reality (AR) and web-based streaming and communication, in order to support learning in a variety of settings. The CONNECT AR interactive learning environment can assist users to better contextualize and reinforce their learning in school and in other settings where people learn (i.e. science centres and home). The CONNECT concept and associated technologies encourage users to visit science centres and perform experiments that are not possible in school. They can also build on these experiences back at school and at home with visual augmentations that they are communicated through web-based streaming technology. This paper particularly focuses on a user-centred evaluation approach of human factors and pedagogical aspects of the CONNECT system, as applied to a special needs user group. The main focus of the paper is on highlighting the human factors issues and challenges, in terms of wearability and technology acceptance, while elaborating on some qualitative aspects of the pedagogical effectiveness of the instructional medium that AR technology offers for this group of learners.

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Citations
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Journal ArticleDOI

Current status, opportunities and challenges of augmented reality in education

TL;DR: Viewing AR as a concept rather than a type of technology would be more productive for educators, researchers, and designers, and certain features and affordances of AR systems and applications are identified.
Journal ArticleDOI

Augmented reality technologies, systems and applications

TL;DR: Challenges augmented reality is facing in each of these applications to go from the laboratories to the industry, as well as the future challenges the authors can forecast are also discussed in this paper.
Journal ArticleDOI

Usability of mobile applications: literature review and rationale for a new usability model

TL;DR: The PACMAD (People At the Centre of Mobile Application Development) usability model is introduced which was designed to address the limitations of existing usability models when applied to mobile devices.
Journal ArticleDOI

Augmented Reality Learning Experiences: Survey of Prototype Design and Evaluation

TL;DR: In this review, research show that ARLEs achieved a widely variable effect on student performance from a small negative effect to a large effect, with a mean effect size of 0.56 or moderate effect, and a qualitative analysis on the design aspects for ARles: display hardware, software libraries, content authoring solutions, and evaluation techniques.
Book ChapterDOI

Augmented Reality: An Overview

TL;DR: Augmented Reality is both interactive and registered in 3D as well as combines real and virtual objects and Milgram’s Reality-Virtuality Continuum is defined as a continuum that spans between the real environment and the virtual environment comprise Augmented Reality and Augmented Virtuality in between.
References
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Journal ArticleDOI

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TL;DR: Insight into learners' perceptions of online learning is gained to gain insights into course design, learner motivation, time management, and comfortableness with online technologies impact the success of an online learning experience.
Journal ArticleDOI

Augmented reality through wearable computing

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Journal ArticleDOI

Mathematics and geometry education with collaborative augmented reality

TL;DR: Anecdotal evidence supports the claim that Construct3D is easy to learn, encourages experimentation with geometric constructions and improves spatial skills, and the system for the improvement of spatial abilities and maximization of transfer of learning.
Proceedings ArticleDOI

Windows on the world: 2D windows for 3D augmented reality

TL;DR: A small display overlays a selected portion of the X bitmap on the hypermedia system that allows links to be made between user’s view of the world, creating an X-based augmented windows and windows to be attached to objects.
Journal ArticleDOI

A tool to assess the comfort of wearable computers.

James F. Knight, +1 more
- 01 Jan 2005 - 
TL;DR: A tool that measures wearable comfort across six dimensions: emotion, attachment, harm, perceived change, movement, and anxiety is presented, showing that the scales can be used to highlight differences in comfort between different types of technology for different aspects of comfort.
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