Hand-Controlled User Interfacing for Head-Mounted Augmented Reality Learning Environments
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Published:2023-05-26
Issue:6
Volume:7
Page:55
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ISSN:2414-4088
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Container-title:Multimodal Technologies and Interaction
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language:en
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Short-container-title:MTI
Author:
Challenor Jennifer1, White David1, Murphy David1
Affiliation:
1. Department of Games and Visual Effects, School of Digital, Technologies and Arts, University Quarter, College Road, Stoke-On-Trent, Staffordshire ST42 DE, UK
Abstract
With the rapid expansion of technology and hardware availability within the field of Augmented Reality, building and deploying Augmented Reality learning environments has become more logistically viable than ever before. In this paper, we focus on the development of a new mobile learning experience for a museum by combining multiple technologies to provide additional Human–computer interaction possibilities. This is both to reduce barriers to entry for end-users as well as provide natural interaction methods. Using our method, we implemented a new approach to gesture-based interactions for Augmented Reality interactions by combining two devices, a Leap Motion and a Microsoft HoloLens (1st Generation), via an intermediary device with the use of local-area networking. This was carried out with the intention of comparing this method against alternative forms of Augmented Reality to determine which implementation has the largest impact on adult learners’ ability to retain information. A control group has been used to establish data on memory retention without the use of Augmented Reality technology, along with three focus groups to explore the different methods and locations. Results found that adult learners retain the most overall information when being educated through a traditional lecture, with a statistically significant difference between the methods; however, the use of Augmented Reality resulted in a slower rate of knowledge decay between testing intervals. This contrasts with existing research as adult learners did not respond to the technology in the same way that child and teenage audiences previously have, which suggests that prior research may not be generalisable to all audiences.
Subject
Computer Networks and Communications,Computer Science Applications,Human-Computer Interaction,Neuroscience (miscellaneous)
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