TY - GEN
T1 - Augmented reality go
T2 - 17th IEEE International Conference on Embedded and Real-Time Computing Systems and Applications, RTCSA 2011
AU - Iwata, Takahiro
AU - Yamabe, Tetsuo
AU - Nakajima, Tatsuo
PY - 2011/12/1
Y1 - 2011/12/1
N2 - The augmented reality (AR)-based learning support has several advantages over virtual reality or PC applications. AR enables to maintain the physical interaction that an activity originally offers, thus the skills and knowledge acquired in an augmented learning process can be intuitively applied to practice use. Whereas lots of AR-based self-learning support systems have been developed in previous studies, it has not been sufficiently evaluated how it influences a learner's mindset and the efficiency of training. In this paper, we investigate the user experience brought by AR technologies in a self-learning process. We chose the game of Go as a study program, and developed the Augmented Reality Go (ARGo) system to compare the AR and conventional PC-based learning assistance. We found that the physical interaction with the original game apparatus enhanced the subjects' intrinsic motivation towards self-learning. Moreover, the original look-and-feel induced deeper concentration and higher elaboration on problem solving. Design issues are also discussed to generalize the concept of AR self-learning support towards broader application domains.
AB - The augmented reality (AR)-based learning support has several advantages over virtual reality or PC applications. AR enables to maintain the physical interaction that an activity originally offers, thus the skills and knowledge acquired in an augmented learning process can be intuitively applied to practice use. Whereas lots of AR-based self-learning support systems have been developed in previous studies, it has not been sufficiently evaluated how it influences a learner's mindset and the efficiency of training. In this paper, we investigate the user experience brought by AR technologies in a self-learning process. We chose the game of Go as a study program, and developed the Augmented Reality Go (ARGo) system to compare the AR and conventional PC-based learning assistance. We found that the physical interaction with the original game apparatus enhanced the subjects' intrinsic motivation towards self-learning. Moreover, the original look-and-feel induced deeper concentration and higher elaboration on problem solving. Design issues are also discussed to generalize the concept of AR self-learning support towards broader application domains.
UR - http://www.scopus.com/inward/record.url?scp=84855545940&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84855545940&partnerID=8YFLogxK
U2 - 10.1109/RTCSA.2011.43
DO - 10.1109/RTCSA.2011.43
M3 - Conference contribution
AN - SCOPUS:84855545940
SN - 9780769545028
T3 - Proceedings - 17th IEEE International Conference on Embedded and Real-Time Computing Systems and Applications, RTCSA 2011
SP - 105
EP - 114
BT - Proceedings - 17th IEEE International Conference on Embedded and Real-Time Computing Systems and Applications, RTCSA 2011
Y2 - 28 August 2011 through 31 August 2011
ER -