1.3. Thesis Guide
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Understanding How to Translate from Children’s Tangible Learning Apps to Mobile Augmented Reality through Technical Development Research by Shubhra Sarker B.Sc. in Computer Science, Khulna University, 2016 Thesis Submitted in Partial Fulfillment of the Requirements for the Degree of Master of Science in the School of Interactive Arts and Technology Faculty of Communication, Arts and Technology © Shubhra Sarker 2019 SIMON FRASER UNIVERSITY Fall 2019 Copyright in this work rests with the author. Please ensure that any reproduction or re-use is done in accordance with the relevant national copyright legislation. Approval Name: Shubhra Sarker Degree: Master of Science Title: Understanding How to Translate from Children’s Tangible Learning Apps to Mobile Augmented Reality through Technical Development Research Examining Committee: Chair: Marek Hatala Professor Alissa Antle Senior Supervisor Professor Bernhard Riecke Supervisor Associate Professor Steve Dipaola External Examiner Professor Date Defended/Approved: December 17, 2019 ii Abstract In this thesis, I discuss the design and development of two Augmented Reality (AR) applications derived from two tangible systems. In this technology development research, I explore if it is feasible to port tangible systems to mobile (tablet-based) AR systems so that these systems can be more widely deployed as research prototypes and eventually as products. I use two existing tangible systems (Youtopia, PhonoBlocks), which have been validated empirically, as case studies. To do this, I begin by determining the key requirements that each AR system must have – those known through theoretical design guidance or shown in previous studies to be important for the effectiveness of the tangible system. I designed and implemented design and technical AR solutions for each requirement. For some features, I explore possible solutions and provide a rationale for the selection of a solution. For other features, I present one solution that is feasible. In this way, I explore feature by feature if it is feasible to create AR applications that are more affordable and scalable than the tangible systems while keeping the core design requirements. Future work would need to include the integration of these features and creating fully functional systems. I discuss the technical and design challenges for each of the applications and possible considerations to make when making similar applications. I also contribute preliminary design guidelines for creating new tabletop AR learning applications. Overall, my result contributes to new techniques that may be used to create a tablet-based AR application, which is more affordable and scalable for technology- enabled learning research and development than tangible systems or AR through head- mounted displays. Keywords: Augmented reality; tangible user interfaces; digital tabletops; collaborative learning; language learning. technical development research. iii Acknowledgements I would like to thank Dr. Alissa Antle for all her guidance, time and mentorship throughout this educational journey. I would also like to thank Dr. Bernhard Riecke for his help and support in making this thesis possible. I would also like to thank everyone from the TECI lab. The opportunity to work at this lab has been the best learning experience of my life. I would also like to give a special thank you to my parents and my family for all their support and encouragement which allowed me to pursue such an incredible academic opportunity. iv Table of Contents Contents Approval .......................................................................................................................... ii Abstract .......................................................................................................................... iii Acknowledgements ........................................................................................................ iv Table of Contents ............................................................................................................ v List of Tables ................................................................................................................. vii List of Figures................................................................................................................ viii List of Acronyms .............................................................................................................. x Chapter 1. Introduction .............................................................................................. 1 1.1. Overview ............................................................................................................... 1 1.2. Research Problem .................................................................................................... 1 1.2.1 Role of Augmented Reality in Supporting Learning ............................................. 3 1.2.2 Augmented Reality as a Language Learning Tool ............................................... 4 1.2.3 Augmented Reality as a Collaborative Learning Tool .......................................... 4 1.3. Thesis Guide ............................................................................................................ 5 Chapter 2. Literature Review ..................................................................................... 6 2.1 Research Motivation .................................................................................................. 6 2.2 Framing the Problem Space ...................................................................................... 6 2.2.1 Case 1: PhonoBlocks Tangible Reading ............................................................. 7 2.2.2 Requirements for an AR PhonoBlocks ................................................................ 8 2.2.3 Case 2: Youtopia Tangible Tabletop System .................................................... 11 2.2.4 Requirements for an AR Youtopia System ........................................................ 12 2.3 Introduction to AR .................................................................................................... 14 2.3.1. Technology Enhanced Learning and AR...................................................... 15 2.3.2. Scalable and Affordable Technology ........................................................... 16 2.4 Related Works ......................................................................................................... 16 2.4.1. Related Works on AR Language Learning ................................................... 16 2.4.2. Related Works on Collaborative AR Applications ......................................... 19 2.5. Handheld AR and Usability for Children ............................................................... 24 Chapter 3. Technical Development Research Methodology ................................. 26 3.1. Technical Development Research ....................................................................... 26 3.1.1. Research versus Development .................................................................... 26 3.1.2. Inventive Research ...................................................................................... 27 3.2. The Process of Technical Research .................................................................... 29 3.2.1. Type of Proof-of-Concept Implementation ................................................... 30 3.2.2. Alternative Proof-of Concept Implementations ............................................. 32 3.3. Method used for PhonoBlocks AR and Youtopia AR ........................................... 34 Chapter 4. System Design and Rationale ............................................................... 37 v 4.1. Case 1: AR PhonoBlocks- System Architecture ................................................... 37 4.1.1. Use case scenario for AR PhonoBlocks....................................................... 41 4.1.2. Key Design Features and Rationale ............................................................ 42 4.2. Case 2: AR Youtopia- System Description........................................................... 48 4.2.1. Use case scenario for AR Youtopia ..................................................................... 52 4.2.2. Key Design Features and Rationales .................................................................. 53 Chapter 5. Technical Implications ........................................................................... 60 5.1. Case 1: AR PhonoBlocks Technical and Design Implications .............................. 60 5.2. Case 2: AR Youtopia Technical and Design Implications ..................................... 63 Chapter 6. Discussion .............................................................................................. 68 6.1. Contributions ....................................................................................................... 68 6.2. Limitations and Future Work ................................................................................ 70 References ................................................................................................................... 75 vi List of Tables Table 2.1 Design Requirements for PhonoBlocks. ........................................................ 10 Table 2.2 Design Requirements for Youtopia Tabletop. ................................................ 14 Table 4.1 Six rule-based Activities and Colour-Coding Schemas. ................................. 42 vii List of Figures Figure 2.1 One