Reference Hub2
Learning Molecular Structures in a Tangible Augmented Reality Environment

Learning Molecular Structures in a Tangible Augmented Reality Environment

Kikuo Asai (The Open University of Japan, Japan) and Norio Takase (FiatLux Co. Ltd., Japan)
Copyright: © 2011 |Volume: 2 |Issue: 1 |Article: 1 |Pages: 18
ISSN: 1947-8518|EISSN: 1947-8526|DOI: 10.4018/jvple.2011010101
Cite Article Cite Article

MLA

Asai, Kikuo and Norio Takase. "Learning Molecular Structures in a Tangible Augmented Reality Environment." IJVPLE 2.1 (2011): 1-18. Web. 1 Jan. 2019. doi:10.4018/jvple.2011010101

APA

Asai, K., & Takase, N. (2011). Learning Molecular Structures in a Tangible Augmented Reality Environment. International Journal of Virtual and Personal Learning Environments (IJVPLE), 2(1), 1-18. doi:10.4018/jvple.2011010101

Chicago

Asai, Kikuo and Norio Takase. "Learning Molecular Structures in a Tangible Augmented Reality Environment," International Journal of Virtual and Personal Learning Environments (IJVPLE) 2 (2011): 1, accessed (January 01, 2019), doi:10.4018/jvple.2011010101

Export Reference

Mendeley
Favorite Full-Issue PDF

Abstract

This article presents the characteristics of using a tangible tabletop environment produced by augmented reality (AR), aimed at improving the environment in which learners observe three-dimensional molecular structures. The authors perform two evaluation experiments. A performance test for a user interface demonstrates that learners with a tangible AR environment were able to complete the task of identifying molecular structures more quickly and accurately than those with a typical desktop-PC environment using a Web browser. A usability test by participants who learned molecular structures and answered relevant questions demonstrates that the environments had no effect on their learning of molecular structures. However, a preference test reveals that learners preferred a more tangible AR environment to a Web-browser environment in terms of overall enjoyment, reality of manipulation, and sense of presence, and vice versa in terms of ease of viewing, experience, and durability.

References

Alicea, B., Biocca, F., Bohil, C., Owen, C., & Xiao, F. (2006). Targeting and motor learning in augmented reality: optimal spatial positions for remembering. In Proceedings of the Annual Meeting of the International Communication Association, Dresden Germany. Retrieved July 10, 2010, from http://www.allacademic.com/meta/p93545_index.html
Asai, K., Kobayashi, H., Kondo, T., & Takase, N. (2007). Learning molecular structure using augmented reality. In T. Hirashima, U. Hoppe, & S. S. Young (Eds.), International Conference on Computers in Education (pp. 569-572). Amsterdam, The Netherlands: IOS Press.
Asai K. Kondo T. Kobayashi H. Takase N. (2006). Augmented instructions for learning molecular structures. In TzafestasE. (Ed.), EUROMEDIA (pp. 63–68). Ostend, Belgium: EUROSIS Publication.
Azuma R. T. (1997). A survey of augmented reality.Presence (Cambridge, Mass.), 6, 355–385.
Billinghurst M. Kato H. Poupyrev I. (2001). The MagicBook: a traditional AR interface.Computers & Graphics, 25(5), 745–753. 10.1016/S0097-8493(01)00117-0
Bowman D. A. Kruijff E. LaViola J. J. Poupyrev I. (2004). 3D user interfaces: theory and practice. Boston: Addison-Wesley.
Bricken M. Byrnes C. M. (1993). Summer students in virtual reality: a pilot study on educational applications of virtual reality technology. In WexelblatA. (Ed.), Virtual reality: Applications and explorations (pp. 199–217). Boston: Academic.
Chen, Y.-C. (2006). A study of comparing the use of augmented reality and physical models in chemistry education. In Proceedings of ACM International Conference on Virtual Reality Continuum and its Applications (pp. 369-372). New York: ACM Press.
Dede C. (1995). The evolution of constructivist learning environments; immersion in distributed virtual worlds.Educational Technology, 35(5), 46–52.
Dede, C., Salzman, M. C., & Bowen Loftin, R. (1996). ScienceSpace: virtual realities for learning complex and abstract scientific concepts. In Proceedings of the IEEE Virtual Reality Annual International Symposium (pp. 246-252). Washington, DC: IEEE Computer Society Press.
Dickey M. D. (2005). Three-dimensional virtual worlds and distance learning: two case studies of Active Worlds as a medium for distance education.British Journal of Educational Technology, 36, 439–451. 10.1111/j.1467-8535.2005.00477.x
Duenser, A., Steinbugl, K., Kaufmann, H., & Gluck, J. (2006). Virtual and augmented reality as spatial ability training tools. In B. Plimmer (Eds.), Proceedings of the ACM SIGCHI New Zealand Chapter’s International Conference on Human-Computer Interaction: Designed-Centered HCI (pp. 125-132). New York: ACM Press.
Duffy T. M. Jonassen D. H. (1992). Constructivist: New implications for instructional technology. In DuffyT.JonassenD. (Eds.), Constructivist and the Technology of Interaction: A Conversation. Hillsdale, NJ: Lawrence Erlbaum Associates.
Feiner S. MacIntyre B. Seligmann D. (1993). Knowledge-based augmented reality.Communications of the ACM, 36, 52–62. 10.1145/159544.159587
FiatLux. (n.d.). MolFeat. Retrieved from http://www.fiatlux.co.jp/product/lifescience/molfeat/mol-index.html
Fjeld, M. Fredriksson, Ejdestig, M., Duca, F., Botschi, K., Voegtli, B., & Juchli, P. (2007). Tangible user interface for chemistry education: comparative evaluation and re-design. In B. Begole, S. Payne, E. Churchill, R. S. Amant, D. Gilmore, & M. B. Rosson (Eds.), ACM Conference of Human Factors in Computing Systems (pp. 805-808). New York: ACM Press.
Fjeld M. Juchli P. Voegtli B. M. (2003). Chemistry education: a tangible interaction approach. In RauterbergM.MenozziM.WessonJ. (Eds.), INTERACT (pp. 287–294). Amsterdam, The Netherlands: IOS Press.
Gillet, A., Sanner, M., Stoffler, D., Goodsell, D., & Olson, A. (2004). Augmented reality with tangible auto-fabricated models for molecular biology applications. In Proceedings of the IEEE Visualization Conference (pp. 235-242). Washington, DC: IEEE Computer Society Press.
HITLab. (n.d.). ARToolkit. Retrieved from http://www.hitl.washington.edu/artoolkit/
Kato, H., Billinghurst, M., Poupyrev, I., Imamoto, K., & Tachibana, K. (2000). Virtual object manipulation on a table-top AR environment. In Proceedings of the International Symposium on Augmented Reality (pp. 111-119). Washington, DC: IEEE Press.
Kaufmann, H. (2002). Construct3D: an augmented reality application for mathematics and geometry education. In Proceedings of the International Conference on Multimedia (pp. 656-657). New York: ACM Press.
Kaufmann, H., & Duenser, A. (2007). Summary of usability evaluation of an educational augmented reality application. In R. Shumaker (Ed.), Proceedings of the Human-Computer Interaction International Conference (pp. 660-669). Berlin: Springer-Verlag.
Kiyokawa, K., Billinghurst, M., Hayes, S. E., Gupta, A., Sannohe, Y., & Kato, H. (2002). Communication behaviors of co-located users in collaborative AR interfaces. In Proceedings of the International Symposium on Mixed and Augmented Reality (pp. 139-148). Washington, DC: IEEE Computer Society Press.
Klemmer, S., Nartmann, B., & Takayama, L. (2006). How bodies matter: five themes for interaction design. In J. M. Carroll, S. Bodker, & J. Coughlin (Eds.), Proceedings of the ACM Conference on Designing Interactive Systems (pp. 140-149). New York: ACM Press.
Klopfer, E., Squire, K., & Jenkins, H. (2002). Environmental detectives: PADs as a window into a virtual simulated world. In Proceedings of the IEEE International Workshop on Wireless and Mobile Technologies in Education (pp. 95-98). Washington, DC: IEEE Computer Society Press.
Lee, G. A., Nelles, C., Billinghurst, M., & Kim, G. J. (2004). Immersive authoring of tangible augmented reality applications. In Proceedings of the IEEE/ACM International Symposium on Mixed and Augmented Reality (pp. 172-181). Washington, DC: IEEE Computer Society Press.
Milgram P. Kishino F. (1994). A taxonomy of mixed reality visual displays.IEICE Transactions on Information and Systems, 12, 1321–1329.
Navab N. (2004). Developing killer apps for industrial augmented reality.IEEE Computer Graphics and Applications, 24, 16–20. 10.1109/MCG.2004.1297006
Neumann, U., & Majoros, A. (1998). Cognitive, performance, and systems issues for augmented reality applications in manufacturing and maintenance. In Proceedings of the IEEE Virtual Reality Annual International Symposium (pp. 4-11). Washington, DC: IEEE Computer Society Press.
Poland R. LaVelle L. B. Nichol J. (2003). The Virtual Field Station (VFS): using a virtual reality environment for ecological fieldwork in A-Level biological studies – Case Study 3.British Journal of Educational Technology, 34, 215–231. 10.1111/1467-8535.00321
Poupyrev I. Tan D. S. Billinghurst M. Kato H. Regenbrecht H. Tetsutani N. (2002). Developing a generic augmented reality interface.Computers, 35, 44–50. 10.1109/2.989929
Regenbrecht H. Baratoff G. Wagner M. T. (2001). A tangible AR desktop environment.Computer Graphics, 25, 755–763. 10.1016/S0097-8493(01)00118-2
Rekimoto, J. (1998). Matrix: a realtime object identification and registration method for augmented reality. In Proceedings of the Asia Pacific Computer Human Interaction (pp. 63-68). Washington, DC: IEEE Computer Society Press.
Rogers Y. Scaife M. Gabrielle S. Smith H. Harris E. (2002). A conceptual framework for mixed reality environments: designing novel learning activities for young children.Presence (Cambridge, Mass.), 11, 677–686. 10.1162/105474602321050776
Salzman M. Dede C. Loftin R. Chen J. (1999). A model for understanding how virtual reality aids complex conceptual learning.Presence (Cambridge, Mass.), 8, 293–316. 10.1162/105474699566242
Schmid C. (1999). Simulation and virtual reality for education on the Web. In HahnW.Walther-KlausE.KnopJ. (Eds.), EUROMEDIA (pp. 181–188). Amsterdamn, The Netherlands: SCS Publication.
Sharma R. Molineros J. (1997). Computer vision-based augmented reality for guiding manual assembly.Presence (Cambridge, Mass.), 6, 292–317.
Shelton, B. E., & Hedley, N. R. (2002). Using augmented reality for teaching Earth-Sun relationships to undergraduate geography students. In Proceedings of the International Augmented Reality Toolkit Workshop. Washington, DC: IEEE Press.
Shelton, B. E., & Hedley, N. R. (2003). Exploring a cognitive foundation for learning spatial relationships with augmented reality. In Technology, Instruction, Cognition, and Learning. Philadelphia: Old City Publishing.
Shepard R. N. Metzler J. (1971). Mental rotation of three-dimensional objects.Science, 191, 952–954. 10.1126/science.1251207
Soloway E. (1998). Learner-centered design: the challenge of HCI in the 21st century.Interaction, 1, 36–48. 10.1145/174809.174813
Tang, A., Owen, C., Biocca, F., & Mou, W. (2003). Comparative effectiveness of augmented reality in object assembly. In V. Bellotti, T. Erickson, G. Cockton, & P. Korhonen (Eds.), Proceedings of the ACM Conference on Human Factors in Computing Systems (pp. 73-80). New York: ACM Press.
Ullmer, B., & Ishii, H. (1997). The metaDesk: models and prototypes for tangible user interfaces. In Proceedings of the ACM Symposium on User Interface Software and Technology (pp. 223-232). New York: ACM Press.
Vince J. (1998). Essential virtual reality fast: how to understand the techniques and potential of virtual reality. London: Springer-Verlag.
Waldner, M., Hauber, J., Zauner, J., Haller, M., & Billinghurst, M. (2006). Tangible tiles: design and evaluation of a tangible user interface in a collaborative tabletop setup. In J. Kjeldskov & J. Paay (Eds.), Proceedings of the Australia Conference on Computer-Human Interaction: Design: Activities, Artefacts, and Environments (pp. 151-158). New York: ACM Press.
Wang X. Gu N. Marchant D. (2008). An empirical study on designers’ perceptions of augmented reality within an architectural firm.Journal of Information Technology in Construction, 13, 536–552.
Wellner P. Mackay W. Gold R. (1993). Computer-augmented environments: back to the real world.Communications of the ACM, 36, 24–27. 10.1145/159544.159555
Wiedenmaier S. Oehme O. Schmidt L. Luczak H. (2003). Augmented reality (AR) for assembly processes design and experimental evaluation.Journal of Human-Computer Interaction, 16, 497–514. 10.1207/S15327590IJHC1603_7
Winn W. Jackson R. (1999). Fourteen propositions about educational uses of virtual reality.Educational Technology, 39(2), 5–14.
Zuckerman, O., Arida, S., & Resnick, M. (2005). Extending tangible interfaces for education: digital Montessori-inspired Manipulatives. In W. Kellogg, S. Zhai, C. Gale, & G. van der Veer (Eds.), Proceedings of the ACM Conference of Human Factors in Computing Systems (pp. 859-868). New York: ACM Press.

Request Access

You do not own this content. Please login to recommend this title to your institution's librarian or purchase it from the IGI Global bookstore.