Abstract
This work has been developed within the project of Applied Artificial Intelligence Group at UC3M, called ”Augmented Science”, in order to disseminate and support education in science through Augmented Reality (AR) tools. The project is part of new developments provided with AR systems on mobile devices and their application in promoting science teaching. Generically, we understand that technology Augmented Reality as supplementing the perception and interaction with the real world and allows the user to be in a real environment augmented with additional information generated from a computerized device. In education the AR is an especially effective technology platform in everything related to how students perceive physical reality, since it allows break it down into its various dimensions, to facilitate the uptake of its various peculiarities, sometimes imperceptible to the senses. So with the AR is feasible to generate multidimensional models that simplify the complexity of the world, which, from the perspective of popularizing science, brings wholeness to any learning experience. In this context, we explore the suitability of the use of Artificial Intelligence techniques for the development of AR applications. As a use case, the development of an application for Android devices, which, through techniques of AR overlays a bony hand model is described. The application allows user interaction in order to discover the name of the bones of the hand. The article conducts an assessment of the application to analyze their educational impact.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
Similar content being viewed by others
References
Azuma, R.T., et al.: A survey of augmented reality. Presence 6(4), 355–385 (1997)
Klopfer, E., Squire, K.: Environmental detectives the development of an augmented reality platform for environmental simulations. Educational Technology Research and Development 56(2), 203–228 (2008)
Milgram, P., Kishino, F.: A taxonomy of mixed reality visual displays. IEICE Transactions on Information and Systems 77(12), 1321–1329 (1994)
Qualcomm: Vuforia developer (2015), https://developer.vuforia.com/
Technologies, U.: Unity3d (2015), http://www.unity3d.com
Kesim, M., Ozarslan, Y.: Augmented reality in education: current technologies and the potential for education. Procedia-Social and Behavioral Sciences 47, 297–302 (2012)
Radu, I.: Augmented reality in education: a meta-review and cross-media analysis. Personal and Ubiquitous Computing 18(6), 1533–1543 (2014)
Nájera Aragón, F.: External analysis of the smartphone industry in spain (2014)
Zhou, Y.: AR Physics: Transforming Physics Diagrammatic Representations on Paper into Interactive Simulations. PhD thesis, University of Central Florida Orlando, Florida (2014)
Bradski, G.: Dr. Dobb’s Journal of Software Tools
Di Serio, A., Ibáñez, M.B., Kloos, C.D.: Impact of an augmented reality system on students’ motivation for a visual art course. Computers & Education 68, 586–596 (2013)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2015 Springer International Publishing Switzerland
About this paper
Cite this paper
Rodriguez-Pardo, C., Hernandez, S., Patricio, M.Á., Berlanga, A., Molina, J.M. (2015). An Augmented Reality Application for Learning Anatomy. In: Ferrández Vicente, J., Álvarez-Sánchez, J., de la Paz López, F., Toledo-Moreo, F., Adeli, H. (eds) Bioinspired Computation in Artificial Systems. IWINAC 2015. Lecture Notes in Computer Science(), vol 9108. Springer, Cham. https://doi.org/10.1007/978-3-319-18833-1_38
Download citation
DOI: https://doi.org/10.1007/978-3-319-18833-1_38
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-18832-4
Online ISBN: 978-3-319-18833-1
eBook Packages: Computer ScienceComputer Science (R0)