[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/3343055.3359721acmconferencesArticle/Chapter ViewAbstractPublication PagesissConference Proceedingsconference-collections
research-article

CARDS: A Mixed-Reality System for Collaborative Learning at School

Published: 10 November 2019 Publication History

Abstract

Traditional computer systems based on the WIMP paradigm (Window, Icon, Menu, Pointer) have shown potential benefits at school (e.g. for web browsing). On the other hand, they are not well suited as soon as hands-on and collaborative activities are targeted. We present CARDS, a Mixed-Reality system that combines together physical and digital objects in a seamless workspace to foster active and collaborative learning. We describe the design process based on a participatory approach with researchers, teachers, and pupils. We then present and discuss the results of a user study that tends to show that CARDS has a good educational potential for the targeted activities.

Supplementary Material

MP4 File (p55-giraudeau.mp4)

References

[1]
Murat Akçayir and Gökçe Akçayir. 2017. Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review 20 (2017), 1--11.
[2]
Jérémy Albouys-Perrois, Jérémy Laviole, Carine Briant, and Anke Brock. 2018. Towards a multisensory augmented reality map for blind and low vision people: A participatory design approach. In CHI 2018, Conference on Human Factors in Computing Systems. ACM, Montréal, Canada. https://hal-enac.archives-ouvertes.fr/hal-01801116
[3]
Alissa N Antle. 2007. The CTI framework: informing the design of tangible systems for children. In Proceedings of the 1st international conference on Tangible and embedded interaction. ACM, 195--202.
[4]
Alan D Baddeley. 1997. Human memory: Theory and practice. Psychology Press.
[5]
G. Bradski. 2000. The OpenCV Library. Dr. Dobb's Journal of Software Tools (2000).
[6]
Peng Chen, Xiaolin Liu, Wei Cheng, and Ronghuai Huang. 2017. A review of using Augmented Reality in Education from 2011 to 2016. In Innovations in smart learning. Springer, 13--18.
[7]
European Commission. 2009. Europeans, Science and Technology. Report. http://ec.europa.eu/public_ opinion/archives/ebs/ebs_224_report_en.pdf
[8]
Nelson Cowan. 2001. Metatheory of storage capacity limits. Behavioral and brain sciences 24, 1 (2001), 154--176.
[9]
Stanislas Dehaene. 2014. Collège de France Courses - Cognitive Psychologie : Fondements cognitifs des apprentissages scolaires. (2014), 36.
[10]
Son Do-Lenh, Patrick Jermann, Amanda Legge, Guillaume Zufferey, and Pierre Dillenbourg. 2012. TinkerLamp 2.0: designing and evaluating orchestration technologies for the classroom. In European Conference on Technology Enhanced Learning. Springer, 65--78.
[11]
Stéphanie Fleck, Charlotte Baraudon, Jérémy Frey, Thibault Lainé, and Martin Hachet. 2017. "Teegi, He's so cute" : Example of pedagogical potential testing of an interactive tangible interface for children at school. In 29ème conférence francophone sur l'Interaction Homme-Machine, AFIHM (Ed.). ACM, Poitiers, France, 12 p.
[12]
Stéphanie Fleck and Martin Hachet. 2016. Making tangible the intangible: Hybridization of the real and the virtual to enhance learning of abstract phenomena. Frontiers in ICT 3 (Nov. 2016), 30.
[13]
Sergio Garrido-Jurado, Rafael Muñoz-Salinas, Francisco Madrid-Cuevas, and Rafael Medina-Carnicer. 2015. Generation of fiducial marker dictionaries using Mixed Integer Linear Programming. Pattern Recognition 51 (10 2015).
[14]
E. Hornecker. 2008. "I don't understand it either, but it is cool" - visitor interactions with a multi-touch table in a museum. In 2008 3rd IEEE International Workshop on Horizontal Interactive Human Computer Systems. 113--120.
[15]
Eva Hornecker and Jacob Buur. 2006. Getting a grip on tangible interaction: a framework on physical space and social interaction. In Proceedings of the SIGCHI conference on Human Factors in computing systems. ACM, 437--446.
[16]
Eva Hornecker and Andreas Dünser. 2008. Of pages and paddles: Children's expectations and mistaken interactions with physical--digital tools. Interacting with Computers 21, 1--2 (2008), 95--107.
[17]
Eva Hornecker and Matthias Stifter. 2006. Learning from Interactive Museum Installations About Interaction Design for Public Settings. In Proceedings of the 18th Australia Conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments (OZCHI '06). ACM, New York, NY, USA, 135--142.
[18]
Robert JK Jacob, Audrey Girouard, Leanne M Hirshfield, Michael S Horn, Orit Shaer, Erin Treacy Solovey, and Jamie Zigelbaum. 2008. Reality-based interaction: a framework for post-WIMP interfaces. In Proceedings of the SIGCHI conference on Human factors in computing systems. ACM, 201--210.
[19]
Carine Lallemand, Vincent Koenig, Guillaume Gronier, and Romain Martin. 2015. Création et validation d'une version française du questionnaire AttrakDiff pour l'évaluation de l'expérience utilisateur des systèmes interactifs. Revue Européenne de Psychologie Appliquée/European Review of Applied Psychology 65 (09 2015), 239--252.
[20]
Paul Marshall. 2007. Do tangible interfaces enhance learning? Proceedings of the 1st international conference on Tangible and embedded interaction - TEI '07 (2007), 163.
[21]
Richard E Mayer. 2005. Cognitive theory of multimedia learning. The Cambridge handbook of multimedia learning 3148 (2005).
[22]
Donald A Norman. 1991. Cognitive artifacts. Designing interaction: Psychology at the human-computer interface 1 (1991), 17--38.
[23]
Pierre Rabardel and Renan Samurçay. 2006. De l'apprentissage par les artefacts à l'apprentissage médiatisé par les instruments. Sujets, activités, environnements. Approches transversales (2006), 31--60.
[24]
Ramesh Raskar and Kok-Lim Low. 2001. Interacting with spatially augmented reality. In Proceedings of the 1st international conference on Computer graphics, virtual reality and visualisation. ACM, 101--108.
[25]
Ramesh Raskar, Greg Welch, and Henry Fuchs. 1998. Spatially augmented reality. In First IEEE Workshop on Augmented Reality (IWAR'98). 11--20.
[26]
European Commission Eurydice report. 2013. Education and Training in Europe 2020: respons from the EU member states. Report.
[27]
Francisco Romero Ramirez, Rafael Muñoz-Salinas, and Rafael Medina-Carnicer. 2018. Speeded Up Detection of Squared Fiducial Markers. Image and Vision Computing 76 (06 2018).
[28]
Bertrand Schneider, Patrick Jermann, Guillaume Zufferey, and Pierre Dillenbourg. 2011. Benefits of a tangible interface for collaborative learning and interaction. IEEE Transactions on Learning Technologies 4, 3 (2011), 222--232.
[29]
Orit Shaer, Eva Hornecker, and others. 2010. Tangible user interfaces: past, present, and future directions. Foundations and Trends® in Human--Computer Interaction 3, 1--2 (2010), 4--137.
[30]
Joan Sol Roo. 2017. One Reality Augmenting the human experience through the combination of physical and digital worlds. Theses. Universite Bordeaux. https://hal.archives-ouvertes.fr/tel-01702720
[31]
Danae Stanton and HR 2003 Neale. 2003. The effects of multiple mice on children's talk and interaction. Journal of Computer Assisted Learning 19, 2 (2003), 229--238.
[32]
John Sutton, Celia B Harris, Paul G Keil, and Amanda J Barnier. 2010. The psychology of memory, extended cognition, and socially distributed remembering. Phenomenology and the cognitive sciences 9, 4 (2010), 521--560.
[33]
John Sweller. 1994. Cognitive load theory, learning difficulty, and instructional design. Learning and instruction 4, 4 (1994), 295--312.
[34]
J Sweller. 1999. Instructional Design in Technical Areas. Australian Education Review, No. 43. PCS Data Processing. Inc. USA (1999).
[35]
John Underkoffler and Hiroshi Ishii. 1999. Urp: a luminous-tangible workbench for urban planning and design. In Proceedings of the SIGCHI conference on Human Factors in Computing Systems. ACM, 386--393.
[36]
Bret Victor. Dynamicland. (????). https://dynamicland.org/
[37]
Nayuko Watanabe, Motoi Washida, and Takeo Igarashi. 2007. Bubble clusters: an interface for manipulating spatial aggregation of graphical objects. In Proceedings of the 20th annual ACM symposium on User interface software and technology. ACM, 173--182.
[38]
Pierre Wellner, Wendy Mackay, and Rich Gold. 1993. Computer-augmented environments: back to the real world. Commun. ACM 36, 7 (1993), 24--27.
[39]
Oren Zuckerman, Saeed Arida, and Mitchel Resnick. 2005. Extending tangible interfaces for education: digital montessori-inspired manipulatives. In Proceedings of the SIGCHI conference on Human factors in computing systems. ACM, 859--868.
[40]
Guillaume Zufferey, Patrick Jermann, Aurélien Lucchi, and Pierre Dillenbourg. 2009. TinkerSheets: using paper forms to control and visualize tangible simulations. In Proceedings of the 3rd international Conference on Tangible and Embedded interaction. ACM, 377--384.

Cited By

View all
  • (2024)User Experience Evaluation Methods in Mixed Reality EnvironmentsSocial Computing and Social Media10.1007/978-3-031-61281-7_12(179-193)Online publication date: 1-Jun-2024
  • (2023)StandARone: Infrared-Watermarked Documents as Portable Containers of AR Interaction and PersonalizationExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3585905(1-7)Online publication date: 19-Apr-2023
  • (2023)A comprehensive survey on AR-enabled local collaborationVirtual Reality10.1007/s10055-023-00848-227:4(2941-2966)Online publication date: 20-Aug-2023
  • Show More Cited By

Index Terms

  1. CARDS: A Mixed-Reality System for Collaborative Learning at School

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    ISS '19: Proceedings of the 2019 ACM International Conference on Interactive Surfaces and Spaces
    November 2019
    450 pages
    ISBN:9781450368919
    DOI:10.1145/3343055
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 10 November 2019

    Permissions

    Request permissions for this article.

    Check for updates

    Badges

    • Honorable Mention

    Author Tags

    1. augmented reality
    2. children-computer interaction
    3. education
    4. iterative design
    5. spatial augmented reality
    6. tangible interaction

    Qualifiers

    • Research-article

    Conference

    ISS '19
    Sponsor:
    ISS '19: Interactive Surfaces and Spaces
    November 10 - 13, 2019
    Daejeon, Republic of Korea

    Acceptance Rates

    ISS '19 Paper Acceptance Rate 26 of 85 submissions, 31%;
    Overall Acceptance Rate 147 of 533 submissions, 28%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)81
    • Downloads (Last 6 weeks)4
    Reflects downloads up to 13 Dec 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)User Experience Evaluation Methods in Mixed Reality EnvironmentsSocial Computing and Social Media10.1007/978-3-031-61281-7_12(179-193)Online publication date: 1-Jun-2024
    • (2023)StandARone: Infrared-Watermarked Documents as Portable Containers of AR Interaction and PersonalizationExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3585905(1-7)Online publication date: 19-Apr-2023
    • (2023)A comprehensive survey on AR-enabled local collaborationVirtual Reality10.1007/s10055-023-00848-227:4(2941-2966)Online publication date: 20-Aug-2023
    • (2022)Fuzzy Comprehensive Evaluation of Mixed Reality Seismic Retrofitting Training SystemBuildings10.3390/buildings1210159812:10(1598)Online publication date: 3-Oct-2022
    • (2022)Privacy and Security in Mixed Reality Learning Environments by Input and User/Bot Interaction ProtectionProceedings of the 2022 4th Asia Pacific Information Technology Conference10.1145/3512353.3512363(63-71)Online publication date: 14-Jan-2022
    • (2022)A Survey on Cross‐Virtuality AnalyticsComputer Graphics Forum10.1111/cgf.1444741:1(465-494)Online publication date: 8-Feb-2022
    • (2022)A low-cost multi-user augmented reality application for data visualizationMultimedia Tools and Applications10.1007/s11042-021-11141-281:11(14773-14801)Online publication date: 1-May-2022
    • (2021)A systematic review of foreign language learning with immersive technologies (2001-2020)AIMS Electronics and Electrical Engineering10.3934/electreng.20210075:2(117-145)Online publication date: 2021
    • (2021)Inclusive Adaptation of Existing Board Games for Gamers with and without Visual Impairments using a Spatial Augmented Reality Framework for Touch Detection and Audio FeedbackProceedings of the ACM on Human-Computer Interaction10.1145/34885505:ISS(1-33)Online publication date: 5-Nov-2021
    • (2021)Hybrid Paper-Digital Interfaces: A Systematic Literature ReviewProceedings of the 2021 ACM Designing Interactive Systems Conference10.1145/3461778.3462059(1087-1100)Online publication date: 28-Jun-2021
    • Show More Cited By

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media