Vol.6, No.2, May 2017.                                                                                                              ISSN: 2217-8309

                                                                                                                                                 eISSN: 2217-8333


TEM Journal



Association for Information Communication Technology Education and Science

Experiencing new Learning, Interaction and Visualization Process using Augmented Reality Technology


Manjit Singh Sidhu, Jee Geak Ying


© 2017 Manjit Singh Sidhu, Jee Geak Ying, published by UIKTEN. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 License. (CC BY-NC-ND 4.0)


Citation Information: TEM Journal. Volume 6, Issue 2, Pages 222-231, ISSN 2217-8309, DOI: 10.18421/TEM62-05, May 2017.




Many learning methods have changed the way students learn. One method that is achieving much attention is augmented reality (AR). AR is a technology that blends simulated and real environment during the learning, interaction and visualization process. This study explores how far AR technology has come to support students in their learning and interest in using this technology. The objective of this paper was to determine the usefulness of multiple markers interaction user interface for an AR application. A hands on practical lab was conducted with first year engineering students at UNITEN. Two AR applications were tested by the students using single marker and multiple markers for interaction. The opinions and preferences regarding the two user interfaces (also known as tangible user interface) that can be used for problem solving activities was obtained. The first AR application using single marker comprises two markers to interact with the problem presented. The second AR application using multiple markers on a single paper was used for the same purpose. These two operationally equivalent user interfaces were given to selected students to interact with the AR applications. During the hands on practical, data were collected regarding the student’s preference, effectiveness (attractive) and easy-to-use. The quantitative and qualitative analysis which followed, indicated that the multiple markers user interface was more preferred, effective and easy to use.


Keywords – Augmented Reality, user interface, interaction, tangible, modelling.



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