Realism is not all! User engagement with task-related interface characters
Interacting with Computers
Comparing Interpersonal Interactions with a Virtual Human to Those with a Real Human
IEEE Transactions on Visualization and Computer Graphics
Proceedings of the 2nd international conference on Tangible and embedded interaction
Virtual reality and mixed reality for virtual learning environments
Computers and Graphics
The development of the AR-fitness system in education
Edutainment'11 Proceedings of the 6th international conference on E-learning and games, edutainment technologies
Edutainment'11 Proceedings of the 6th international conference on E-learning and games, edutainment technologies
A mixed reality system for teaching STEM content using embodied learning and whole-body metaphors
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
The effects of the size and weight of a mobile device on an educational game
Computers & Education
An approach to universal interaction on the case of knowledge transfer
UAHCI'13 Proceedings of the 7th international conference on Universal Access in Human-Computer Interaction: user and context diversity - Volume 2
Supporting augmented reality based children's play with pro-cam robot: three user perspectives
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
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The main aim of the modern popular teaching method of authentic learning has been to provide students with everyday-life challenges that develop knowledge and skills through problem solving in different situations. Many emerging information technologies have been used to present authentic environment in pedagogical purpose. However, there are few studies that have been discussed the sense of authenticity and characters in scene and how students interact with the characters involved in the task. We designed a system, RoboStage, with authentic scenes by using mixed-reality technology and robot to investigate the difference in learning with either physical or virtual characters and learning behaviors and performance through the system. Robots were designed to play real interactive characters in the task. The experiment of the study conducted with 36 junior high students. The results indicated that RoboStage significantly improved the sense of authenticity of the task and also positively affected learning motivation. Learning performance was conditionally affected by RoboStage.