Article
Education & Educational Research
Huei-Tse Hou, Ying-Sang Fang, Joni Tzuchen Tang
Summary: This study developed an alternative reality game framework incorporating augmented reality exploration and multi-dimensional scaffolding, aiming to enhance students' spatial and logical thinking abilities. The experimental results showed that students using game learning had significant improvement in learning achievement compared to those using traditional teaching materials. Additionally, students in the experimental group perceived the effectiveness of cognitive scaffolding, metacognitive scaffolding, and peer scaffolding.
INTERACTIVE LEARNING ENVIRONMENTS
(2023)
Article
Chemistry, Analytical
Christos Papakostas, Christos Troussas, Akrivi Krouska, Cleo Sgouropoulou
Summary: Adaptive systems and Augmented Reality have great potential in teaching and learning, particularly in training engineering students' spatial skills. However, the integration of user knowledge modeling and personalization in this area has not been fully explored. This study introduces a novel personalized learning path within an AR spatial ability training application, integrating engineering evaluation and fuzzy logic technology. By utilizing fuzzy weights and the Structure of the Observed Learning Outcomes, the developed adaptive training system, PARSAT, offers personalized learning activities for students' cognitive skills. Results show that this training method outperforms traditional methods in terms of domain expertise and learning theories, significantly enhancing student learning outcomes.
Article
Education & Educational Research
Daniel Elford, Simon J. Lancaster, Garth A. Jones
Summary: This study examines the application of augmented reality (AR) technology in teaching, and finds that both the control group using two-dimensional drawings and the AR group show improved academic performance. Additionally, the spatial ability of students in both groups significantly increased, and there is a moderate correlation between spatial ability and academic performance.
JOURNAL OF SCIENCE EDUCATION AND TECHNOLOGY
(2022)
Article
Computer Science, Interdisciplinary Applications
Adam Gomes, Keegan Fernandes, David Wang
Summary: An algorithm is developed in this paper to predict the motion of non-rigid surfaces for correct projection mapping in spatial augmented reality applications. Experimental results show that the algorithm is accurate and robust, making it suitable for current use in spatial augmented reality applications.
Article
Computer Science, Software Engineering
Mickael Sereno, Stephane Gosset, Lonni Besancon, Tobias Isenberg
Summary: This paper explores the use of tangible touch tablets combined with Augmented Reality Head-Mounted Displays (AR-HMDs) for spatial 3D selections. The study shows that tablets can be used as tangible objects in the AR space, but their touch displays are separate from the AR-HMD, raising research questions.
COMPUTER GRAPHICS FORUM
(2022)
Article
Computer Science, Interdisciplinary Applications
Hyerim Park, Maryam Shakeri, Ikbeom Jeon, Jangyoon Kim, Abolghasem Sadeghi-Niaraki, Woontack Woo
Summary: This study proposes a method to enhance the cinematic augmented reality (CAR) experience of TV shows by mapping TV show scenes and spatiotemporal information to the real world. The method involves reducing spatial transitions and adding additional content to improve narrative engagement and decrease perceived workload for users.
Article
Education & Educational Research
Bilal Ozcakir, Erdinc Cakiroglu
Summary: This study utilized an augmented reality interface to enhance students' spatial understanding, finding that students were able to invent, use, and modify spatial strategies while working on spatial tasks, ultimately improving their spatial ability.
EDUCATION AND INFORMATION TECHNOLOGIES
(2022)
Article
Education & Educational Research
Ahmad Affandi Supli, Xiaojing Yan
Summary: The primary objective of this research was to investigate the impact of augmented reality-based virtual interaction and physical interaction on the development of spatial skills in primary school students aged 8 to 10 in Xining, Qinghai, China. The research was conducted using a quasi-experimental research method with 54 participants in a public school setting. While the control group engaged in equivalent activities using physical means, the experimental group utilized smartphones equipped with augmented reality software. Pre- and post-tests were administered to measure spatial ability. The findings revealed a statistically significant improvement in overall spatial ability scores for the experimental group.
EDUCATION AND INFORMATION TECHNOLOGIES
(2023)
Article
Engineering, Multidisciplinary
Mohamed Darwish, Shaimaa Kamel, Ayman Assem
Summary: The study aims to implement XR technology in architectural education and examine its impact on students' spatial ability levels. The results show that using XR technology significantly increased the scores of the students compared to the control group.
AIN SHAMS ENGINEERING JOURNAL
(2023)
Article
Business
Jennifer Brannon Barhorst, Graeme McLean, Nina Krey, Ana Javornik, Heiner Evanschitzky
Summary: This research introduces the concept of Mental Time Travel Experience (MTTE) as a new type of consumer experience that prompts individuals to mentally travel to the past or future. The study addresses the gap in the literature regarding experiences that occur in consumers' minds. Two studies with 1,879 participants identify three important factors for eliciting MTTEs and highlight the influence of mental time travel on behavioral intentions. Lower levels of immersion seem to enhance the effect of mental time travel on behavioral intentions.
JOURNAL OF BUSINESS RESEARCH
(2023)
Article
Computer Science, Information Systems
Christos Papakostas, Christos Troussas, Akrivi Krouska, Cleo Sgouropoulou
Summary: Personalized training systems and augmented reality have the potential to enhance engineering students' spatial ability. However, current training systems lack adaptivity to individual student needs. This paper presents a novel adaptive augmented reality training system that accurately represents students' knowledge levels using fuzzy sets and determines the learning activities based on their progress. The system is student-centered and has shown promising results in the evaluation.
COMPUTER SCIENCE AND INFORMATION SYSTEMS
(2023)
Article
Computer Science, Software Engineering
Lal Lila Bozgeyikli, Evren Bozgeyikli, Christopher Schnell, Jaclynn Clark
Summary: Virtual reality is a high-fidelity medium that can enhance spatial ability. The research investigated the effects of mirror-reversed interaction technique on spatial ability, brain activity, performance, and user experience in male participants during a cup stacking task in virtual reality. The results showed that the mirror-reversed group exhibited improvement in spatial orientation, while both groups showed improvement in mental rotation.
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
(2023)
Review
Chemistry, Multidisciplinary
Carlos E. Mendoza-Ramirez, Juan C. Tudon-Martinez, Luis C. Felix-Herran, Jorge de J. Lozoya-Santos, Adriana Vargas-Martinez
Summary: This article is a systematic literature review on augmented reality (AR) technology, aiming to explore the limitations and implementation challenges of applying AR technology in engineering and other fields. The review discusses the state-of-the-art AR techniques, potential use cases, and barriers to widespread adoption, while also identifying future research directions and opportunities for innovation in this rapidly evolving field. It serves as a compilation of existing technologies, particularly useful for beginners in AR or developers seeking to innovate or implement new technologies, providing insights into the limitations and current challenges that may arise.
APPLIED SCIENCES-BASEL
(2023)
Article
Computer Science, Interdisciplinary Applications
Chumin Zhao, Miguel A. Lago, Ryan Beams, Aldo Badano
Summary: This article investigates the issue of image quality in augmented reality, analyzing the impact of contrast reduction and noise superposition in AR head-mounted displays on image quality and human perceptual performance. A target detection model is developed and compared with human observer results. The study finds that the non-prewhitening model closely tracks human perception performance, especially in tasks with high image noise. Additionally, the contrast reduction by the overlaid AR display image leads to reduced detectability of physical world targets.
IEEE TRANSACTIONS ON MEDICAL IMAGING
(2023)
Article
Computer Science, Cybernetics
Jeremy Hartmann, Daniel Vogel
Summary: The study compared three mobile phone pointing techniques in Spatial Augmented Reality (SAR): raycast, viewport, and direct, with raycast being the fastest for non-occluded targets, direct being the most accurate, and viewport falling in between. A new Fitts' model combining two spatial configurations was formulated and evaluated using experiment data, showing better predictive performance than previous models in SAR pointing tasks.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2021)
Article
Physics, Multidisciplinary
David Lopez Perez, Arun L. W. Bokde, Christian M. Kerskens
Summary: Aging affects brain structure and cognitive capabilities, but current magnetic resonance imaging (MRI) methods are unable to accurately reflect cognitive decline. However, MRI signals may contain information about brain activity beyond commonly used signals. A study using a zero-spin echo (ZSE) weighted MRI sequence found that signals evoked by heartbeats (HES) have properties similar to electrophysiology. Comparing different age groups, the complexity of HES was found to decrease with age, and stability and chaoticity were particularly sensitive to age. Complexity measures were related to cognitive performance, indicating the potential use of HES for understanding brain dynamics.
EUROPEAN PHYSICAL JOURNAL-SPECIAL TOPICS
(2023)
Article
Engineering, Mechanical
Almudena Palacios-Ibanez, Maria Alonso-Garcia, Manuel Contero, Jorge D. Camba
Summary: Product evaluation is crucial for product success and cost reduction. Virtual prototyping using extended reality (XR) technologies is an effective tool for product evaluation, reducing time and cost compared to physical prototyping. This study examines the influence of different presentation mediums on product perception and the impact of user background and complementary items on product assessment. The results indicate that the presentation medium significantly affects the assessment of psycho-pleasure, while the ideo-pleasure category remains unaffected. VR with passive haptics proves to be an effective tool for product evaluation, particularly for young consumers. User background does not affect confidence in responses but can influence the assessment of certain product features. The use of a complementary item for interaction greatly affects product perception.
JOURNAL OF MECHANICAL DESIGN
(2023)
Article
Computer Science, Interdisciplinary Applications
Almudena Palacios-Ibanez, Raul Navarro-Martinez, Joaquin Blasco-Esteban, Manuel Contero, Jorge D. Camba
Summary: Fast-growing global markets require companies to continuously reassess customer needs in product design. Modern extended reality technologies have become effective tools for product assessment and decision making. However, the modality used to view and evaluate the product may affect the perceptual response and overall evaluation.
COMPUTERS IN INDUSTRY
(2023)
Article
Environmental Studies
Jose Luis Saorin, Carlos Carbonell-Carrera, Allison J. Jaeger, Damari Melian Diaz
Summary: Virtual reality (VR) is used in landscape architecture to visualize spatial relationships and enable interactive navigation in both indoor and outdoor environments. Research shows that open VR environments provide a higher perception of the environment during navigation compared to closed environments. The presence of obstacles limits movement freedom and reduces the sense of presence, while fluid navigation enhances the feeling of flow. Lighting and shadows in outdoor environments aid spatial perception and orientation, enhancing immersion, whereas they play a less important role in closed environments.
Article
Computer Science, Artificial Intelligence
Manuel Contero, David Perez-Lopez, Pedro Company, Jorge D. Camba
Summary: Digital product data quality and reusability are crucial for efficient design and redesign of products in the Model-Based Enterprise. The ability to edit or reuse a history-based parametric CAD model depends on the part's geometric complexity and the construction procedure. This paper examines the concept of perceived CAD modeling complexity and proposes a method to integrate expert pairwise comparisons into a single metric. The study also explores quantitative metrics derived from geometric characteristics and graph structure, showing a strong correlation between perceived CAD modeling complexity and graph-based metrics.
ADVANCED ENGINEERING INFORMATICS
(2023)
Article
Chemistry, Multidisciplinary
Francisco Felip, Julia Galan, Manuel Contero, Carlos Garcia-Garcia
Summary: Nowadays, both virtual reality and traditional means are used to present products. However, while some products can be accurately perceived in digital media, others require physical contact. This study investigates how presenting a product with haptic properties and the presence or absence of physical contact during the presentation can influence attribute perception and purchase intention. The experiment involved participants viewing and interacting with a chair presented in five different ways. Results showed that the presentation means did not affect purchase intention, but significantly influenced the evaluation of physical characteristics. The product was generally more liked when presented in ways that allowed for touch. Choosing means that elicit a greater sense of presence and allow for physical interaction can positively impact evaluations of haptic features for products with high haptic importance.
APPLIED SCIENCES-BASEL
(2023)
Article
Chemistry, Multidisciplinary
Almudena Palacios-Ibanez, Javier Marin-Morales, Manuel Contero, Mariano Alcaniz
Summary: Understanding consumer behavior is crucial for product success, and virtual reality head-mounted displays with eye-tracking offer new opportunities to study user behavior. However, research on gaze patterns during virtual product evaluations is limited. This experiment investigated users' gaze behavior when evaluating virtual prototypes of a bedside table. Eye-tracking metrics were analyzed, statistical tests were conducted, and a Long Short-Term Memory model was created to predict decisions based on attentional patterns. The results showed a replicated Gaze Cascade Model and a correlation between product liking and eye-tracking metrics, suggesting that eye-tracking can be an effective tool for decision-making prediction during product assessment in virtual environments.
APPLIED SCIENCES-BASEL
(2023)
Article
Chemistry, Multidisciplinary
Rachid Belaroussi, Huiying Dai, Elena Diaz Gonzalez, Jorge Martin Gutierrez
Summary: This paper discusses the evolution of tools for engineering in the building industry with the arrival of Industry 4.0, where Computer-Aided Design (CAD) and Building Information Modeling (BIM) software have replaced traditional methods. It focuses on the design of a large-scale immersive 3D model of a construction site in France, providing technical operations and feedback on its development. The paper highlights the use of a common Geographic Information System for managing BIMs and the creation of a pipeline in Unreal Engine for enhancing realism. Overall, it presents valuable insights and guidance for practitioners in creating detailed immersive visits.
APPLIED SCIENCES-BASEL
(2023)
Article
Business
Elena Parra Vargas, Jestine Philip, Lucia A. Carrasco-Ribelles, Irene Alice Chicchi Giglioli, Gaetano Valenza, Javier Marin-Morales, Mariano Alcaniz Raya
Summary: This research used EEG and GSR techniques to analyze relationship-oriented leadership (ROL) and task-oriented leadership (TOL), and found that EEG measures were better at recognizing brain activity associated with ROL. The study also developed a machine learning model to predict ROL with 81% accuracy.
MANAGEMENT DECISION
(2023)
Article
Engineering, Manufacturing
Mauricio Hincapie, Christian Andres Diaz, Alejandro Valencia-Arias, David Guemes-Castorena, Manuel Contero
Summary: Globally, evaluating and improving students' academic performance has been a priority, but assessing the quality of the learning process in the classroom is a challenge due to various internal and external factors. However, recent advancements in motion tracking technology using RGBD cameras have made it possible to monitor individuals' posture in closed spaces such as classrooms. In this study, a novel approach was developed and tested to classify successful teacher-student interaction based on a set of performance metrics. The results showed that it is possible to classify good and poor interaction between teachers and students, with a neural network-based approach achieving an accuracy of 76%.
INTERNATIONAL JOURNAL OF INTERACTIVE DESIGN AND MANUFACTURING - IJIDEM
(2023)
Article
Computer Science, Software Engineering
Aritz Aranburu, Jorge D. Camba, Daniel Justel, Manuel Contero
Summary: By analyzing CAD quality, we propose an improved explicit reference modeling method that enhances model robustness and flexibility, while reducing regeneration time and intrinsic variability.
COMPUTER-AIDED DESIGN
(2023)
Article
Automation & Control Systems
J. Conesa, F. J. Mula, M. Contero, J. D. Camba
Summary: The use of collaborative applications in problem-solving is crucial in educational and professional settings. However, the demand for computational resources increases as the level of immersion and realism in Virtual Reality (VR) technology grows. This paper presents a software framework based on multi-agent systems that separates rendering processes from data management and communication tasks, resulting in improved collaborative processes and virtual reality-based applications.
ENGINEERING APPLICATIONS OF ARTIFICIAL INTELLIGENCE
(2023)
Article
Computer Science, Artificial Intelligence
Jose Llanes-Jurado, Lucia A. Carrasco-Ribelles, Mariano Alcaniz, Emilio Soria-Olivas, Javier Marin-Morales
Summary: Researchers have developed a pipeline for recognizing and correcting motion-induced artifacts in electrodermal activity signals. They collected a dataset and used a LSTM-CNN model to recognize the artifacts with high accuracy. They also developed a polynomial regression model to automatically correct the detected artifacts.
EXPERT SYSTEMS WITH APPLICATIONS
(2023)
Article
Chemistry, Multidisciplinary
Julian Conesa, Francisco Jose Mula, Kristin A. Bartlett, Ferran Naya, Manuel Contero
Summary: This work presents a software application based on immersive VR, allowing users to interact with a model in a shared virtual scene and maintain audiovisual communication. The activity aimed to improve spatial skills and results showed significant improvement in post-test scores compared to pre-test scores. Participants rated the application favorably in terms of usability and functionality. This suggests that collaborative immersive virtual environments have the potential to effectively improve spatial skills.
APPLIED SCIENCES-BASEL
(2023)
Article
Computer Science, Information Systems
Almudena Palacios-Ibanez, Francisco Felip-Miralles, Julia Galan, Carlos Garcia-Garcia, Manuel Contero
Summary: The availability and affordability of consumer virtual reality (VR) devices have led to increased usage in the product design process. Virtual prototypes are faster and more cost-effective than traditional methods, but certain product features are still difficult to evaluate, resulting in differences in perception when using different visualization techniques.
Article
Computer Science, Software Engineering
Rafael Maio, Tiago Araujo, Bernardo Marques, Andre Santos, Pedro Ramalho, Duarte Almeida, Paulo Dias, Beatriz Sousa Santos
Summary: Augmented Reality (AR) is a crucial technology in Industry 4.0 and smart manufacturing, particularly in the field of data monitoring. In this study, we developed a Pervasive AR tool for data monitoring, along with a web application for comparison purposes. User studies were conducted to gather feedback and evaluate the effectiveness of the systems, confirming the potential of Pervasive AR for data monitoring.
COMPUTERS & GRAPHICS-UK
(2024)
Article
Computer Science, Software Engineering
Berk Cebeci, Mehmet Bahadir Askin, Tolga K. Capin, Ufuk Celikcan
Summary: Despite advances in virtual reality technologies, extended VR sessions with head-mounted displays (HMDs) still face challenges in terms of comfort. In this study, a methodology using gaze-directed and visual saliency-guided paradigms for automatic stereo camera control in real-time interactive VR was proposed. The results showed that the gaze-directed approach outperformed the saliency-guided approach, both improving the overall depth feeling without hindering visual comfort in the tested virtual environments (VEs).
COMPUTERS & GRAPHICS-UK
(2024)
Article
Computer Science, Software Engineering
Ali Egemen Tasoren, Ufuk Celikcan
Summary: By developing the NOVAction engine, we have created the NOVAction23 dataset, which consists of highly diversified and photorealistic synthetic human action sequences. This dataset is significant in improving the performance of human action recognition.
COMPUTERS & GRAPHICS-UK
(2024)