用于头戴式增强现实学习环境的手控用户界面

Jennifer Challenor, David White, David J. Murphy
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引用次数: 0

摘要

随着增强现实领域内技术和硬件可用性的快速扩展,构建和部署增强现实学习环境在逻辑上比以往任何时候都更加可行。在本文中,我们专注于通过结合多种技术来提供额外的人机交互可能性,为博物馆开发一种新的移动学习体验。这既是为了降低终端用户的进入门槛,也是为了提供自然的交互方法。使用我们的方法,我们通过使用局域网的中间设备结合两个设备(Leap Motion和Microsoft HoloLens(第一代)),实现了一种基于手势的增强现实交互的新方法。这样做的目的是将这种方法与其他形式的增强现实技术进行比较,以确定哪种方法对成人学习者保留信息的能力影响最大。在不使用增强现实技术的情况下,一个控制组被用来建立记忆保留的数据,另外三个焦点组被用来探索不同的方法和地点。结果发现,成人学习者在通过传统讲座接受教育时保留了最全面的信息,两种方法之间存在统计学上的显著差异;然而,增强现实的使用导致在测试间隔之间的知识衰减速度较慢。这与现有的研究形成对比,因为成人学习者对技术的反应与儿童和青少年受众之前的反应不同,这表明先前的研究可能无法推广到所有受众。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Hand-Controlled User Interfacing for Head-Mounted Augmented Reality Learning Environments
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.
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