Learning environments targeting Augmented Reality (AR) visualize complex facts, can increase a learner's motivation, and allow for the application of learning contents. When using tangible user interfaces, the learning process receives a physical aspect improving the overall intuitive use. We present a tangible AR system targeting the learning of a frog's anatomy. The learning environment is based on a plushfrog containing removable markers. Detecting the markers, replaces them with 3D models of the organs. By extracting individual organs, learners can inspect them up close and learn more about their functions. Our AR frog further includes a quiz for a self-assessment of the learning progress and a gamification system to raise the overall motivation.
%0 Conference Paper
%1 oberdorfer2020horst
%A Oberdörfer, Sebastian
%A Elsässer, Anne
%A Schraudt, David
%A Grafe, Silke
%A Latoschik, Marc Erich
%B Proceedings of the 2020 Mensch und Computer Conference (MuC '20)
%C New York, NY, USA
%D 2020
%I Association for Computing Machinery
%K horst leed myown oberdoerfer
%P 303-307
%R 10.1145/3404983.3410007
%T Horst – The Teaching Frog: Learning the Anatomy of a Frog Using Tangible AR
%U https://downloads.hci.informatik.uni-wuerzburg.de/2020-muc-frog-ar-preprint.pdf
%X Learning environments targeting Augmented Reality (AR) visualize complex facts, can increase a learner's motivation, and allow for the application of learning contents. When using tangible user interfaces, the learning process receives a physical aspect improving the overall intuitive use. We present a tangible AR system targeting the learning of a frog's anatomy. The learning environment is based on a plushfrog containing removable markers. Detecting the markers, replaces them with 3D models of the organs. By extracting individual organs, learners can inspect them up close and learn more about their functions. Our AR frog further includes a quiz for a self-assessment of the learning progress and a gamification system to raise the overall motivation.
@inproceedings{oberdorfer2020horst,
abstract = {Learning environments targeting Augmented Reality (AR) visualize complex facts, can increase a learner's motivation, and allow for the application of learning contents. When using tangible user interfaces, the learning process receives a physical aspect improving the overall intuitive use. We present a tangible AR system targeting the learning of a frog's anatomy. The learning environment is based on a plushfrog containing removable markers. Detecting the markers, replaces them with 3D models of the organs. By extracting individual organs, learners can inspect them up close and learn more about their functions. Our AR frog further includes a quiz for a self-assessment of the learning progress and a gamification system to raise the overall motivation.},
added-at = {2020-07-06T11:21:11.000+0200},
address = {New York, NY, USA},
author = {Oberdörfer, Sebastian and Elsässer, Anne and Schraudt, David and Grafe, Silke and Latoschik, Marc Erich},
biburl = {https://www.bibsonomy.org/bibtex/256c7c80a66d98f1e10ec6ec752593dd3/hci-uwb},
booktitle = {Proceedings of the 2020 Mensch und Computer Conference (MuC '20)},
doi = {10.1145/3404983.3410007},
interhash = {9268c6ab6525cd0a5eab3149c6f6521e},
intrahash = {56c7c80a66d98f1e10ec6ec752593dd3},
keywords = {horst leed myown oberdoerfer},
month = {September},
pages = {303-307},
publisher = {Association for Computing Machinery},
timestamp = {2024-05-06T17:22:37.000+0200},
title = {Horst – The Teaching Frog: Learning the Anatomy of a Frog Using Tangible AR},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2020-muc-frog-ar-preprint.pdf},
year = 2020
}