Conceptualizing Tangible Augmented Reality Systems for Design Learning Rui Chen and Xiangyu Wang The University of Sydney, Australia New forms of combining tangible interfaces and Augmented Reality (AR) systems are the supporting technologies which can be devised to leverage the way learners develop skills/knowledge in the design process. The paper presents a theoretical framework which conceptualizes how tangible AR spatial interactive systems can be utilized to support cognitive development of design learning. The framework can be applied not only to evaluate existing tangible AR interfaces, but to conceptualize new prototypes for design learning activities. Aims Early research on tangible user interfaces focuses on the design of new systems. More recently, there has been a shift towards research based on theoretical and conceptual understandings of tangible interactions [1]. For instance, Ishii and Ullmer [2] developed a classic research framework that explores possible types of coupling between material and virtual representations through interactions from a data-centric view. The typical tangible user interface can be illustrated as in Fig. 1 from an example by the actuated workbench [3]. The traditional interactive tangible user interface provides feedback through video projection alone. The actuated workbench adds an additional feedback loop using physical movements of the tracked objects. Therefore, it provides an additional feedback loop for computer output, and helping to resolve inconsistencies. Users can observe each other’s actions, and users can reach out and physically change the shared layout without having to grab a mouse or other pointing device. Augmented Reality (AR) has attracted investigations as an alternative vehicle to facilitate learning. Doswell and Blake [4] built a Mobile Augmented Reality (MARS) e-learning tool with capabilities of adapting to J.S. Gero and A.K. Goel (eds.), Design Computing and Cognition ’08, © Springer Science + Business Media B.V. 2008 697 698 R. Chen, X. Wang various learning environments with considerations of cultural, geographical and other contexts about learners. AR training/learning systems have been developed in the area of military combat [5], training in industrial maintenance [6], and school education [7]. However, an existing gap between the lab and practical use for Augmented Reality was identified. The concept of Augmented Instructions that mixes AR and traditional printed materials therefore emerged. For instance, Wagner and Barakonyi [8] developed educational software that uses collaborative AR to teach learners the meaning of kanji symbols. Certain study [9] has been carried out to explore the potential strengths and limits of AR as a means of engaging and educating students who traditionally perform poorly in school. Fig. 1. The Actuated Workbench based on tangible user interface [3] Combining the tangible user interface and AR systems into tangible ARbased learning environments can present objects with natural affordances for supporting interactions. Tangible AR can enable learners to acquire concrete learning experiences through active experimentation. Students can actually ‘experience’ theory in a more familiar form, since the practical experiment enables the students to “observe and reflect on” the results of learning tasks and assignments. This theoretical process provides potentially beneficial categorizations of design learning activities with tangible AR interfaces. High integration of representations from visual and haptic stimulus is unique feature of tangible AR systems which exposes learners Tangible Augmented Reality for Design Learning 699 to multi-channels from the concreteness and sensory directness. For example, a common discussion context consisting of same set of physical objects and public screen can then be created to physically bind everyone for more effective communication and discussion. Everyone has equal access to the tangible AR interface. They can easily do comparative work with concurrent interaction which leads to effectiveness of collaborative learning activities compared to the typical desktop setup with mouse and keyboard. This paper developed an analytical framework of conceptualizing and integrating tangible Augmented Reality into design learning. This framework, which intends to inform tangible AR system design, is developed by considering notions from both cognitive development and educational theory. The relevance of the design of computational artifacts to the above two areas are identified and integrated into the framework, more specifically into the aspects of tangible and spatial interactions. A tangible AR prototype is also conceptually specified in the paper. The proposed prototype mainly focuses on supporting the design learning activity based on experiential and collaborative learning theories. From the practical perspective, tangible AR systems developed based on this framework, can be integrated into design education curriculum as a supplementary teaching aid. Significance Like a constructivist view on learning, meaning is created through interactions. Broader characterizations of tangible interfaces have been instantiated in design frameworks which concentrate on the design of the interaction itself [10]. Design frameworks which focus on spatial aspects were also considered [11]. A design framework should be developed to consider learners’ physical, social and spatial interactions. To tackle this issue, integrating tangible interfaces and AR could be one promising technology option. The framework presented in this paper is the first attempt to address this gap, which can inspire and inform the design of interactive technologies for learning. The significance of the presented work is a focus on the theoretical framework for guiding the design of tangible AR systems, rather than merely on system development. This theoretical framework establishes design principles and produces methodological guidelines for creating effective tangible AR systems by integrating knowledge from various fields that address the human factors (perceptual, cognitive, and characteristics of real and virtual learning in design discipline), information visualization, information tech- 700 R. Chen, X. Wang nology (hardware, software, communications), human-machine interaction, and learning theories. This theoretical framework also provides potentially beneficial categorizations of design learning activities with tangible AR interfaces. Framework The theoretical framework depicted in Fig. 2 addresses four knowledge domains from cognitive science, design process, tangible AR technology and learning theory. Fig. 2. Theoretical process for applying tangible AR concept and technology into design learning A response to behaviorism [12], people are not “programmed animals” that merely respond to environmental stimuli, since people are rational beings that require active participation in order to learn, and whose actions are a consequence of thinking. The term “cognitive science” is used for any kind of mental operation or structure that can be studied in precise terms [13]. Changes in behavior are observed, but only as an indication of what is occurring in the learner’s head. Cognitivism [14] uses the metaphor of the mind as computer: information comes in, is being processed after the stimulus. There is an essential argument from cognitivist paradigm [14] that the “black box” of the mind should be opened and understood. Tangible Augmented Reality for Design Learning 701 The learner is viewed as an information processor (like a computer). Opening the “black box” of the human mind is valuable and necessary for understanding how people learn. Mental processes such as thinking, memory, knowing, and problem-solving need to be explored. The framework in Fig. 2 shows that tangible AR systems are the stimulus to the learners, the brain is like the processing continuum (see Fig. 2) which includes the reflective observation through watching and the hapic feedback from feeling. These give concrete experience based on the perception which gives abstract computation. After the active experimentation, this can lead to certain response which can benefit some possible learning activities from playful, reflective, situated and interactive aspects (shown in Fig. 2). Knowing a person's (and your own) learning style enables learning to be orientated according to the preferred method. That said, everyone responds to and needs the stimulus of all types of learning styles to one extent or another - it’s a matter of using emphasis that fits best with the given situation and a person's learning style preferences. The framework focuses on supporting learning practice based on experiential and collaborative learning theories. Tangible AR learning space offers a richer form of experiential learning not available previously. Tangible interfaces can provide tactile sensational feedback and Augmented Reality visual interface can enhance human’s perception of digitalized feedback from such interaction. This combination directly provides concrete experience. Learners receive the stimulus through the processing continuum which contains the broad diversity of learning styles ranging from constructive to analytical learning. Learning Styles Specific learning styles which are identified from Kolb’s four-stage learning cycle (shown in Fig. 3) [15] is mapped onto the sequence of the processing continuum as shown in Fig. 2. Various factors influence a person’s preferred style: notably in his experiential learning theory model, Kolb defined three stages of a person's development, and suggested that our propensity to reconcile and successfully integrate the four different learning styles improves as we mature through our development stages. The theory establishes a cyclical model of learning which consists of four stages as outlined in the Fig. 3. One may begin at any stage, but must follow each other in the sequence. Kolb’s four-stage learning cycle [15] represents how experience can be translated through reflection into concepts, which in turn are used as guides for active experimentation and the choice of new experiences. The 702 R. Chen, X. Wang major four learning styles are abstract, concrete, active and reflective learning. The model is an iterative learning cycle within which the learner tests and modifies new ideas and concepts as a result of reflection and conceptualisation. One of the critical issues in educational methods is that the teaching style offered does not always significantly addresses the learning style preferred by learners. It is therefore useful to combine different teaching methods/techniques to cover different aspects of what needs to be learned. Fig. 3. Kolb’s Experiential Learning Cycle [15] The first stage, concrete experience, is where the learner gains active experiences through an activity such as a lab session or practical work. A learning process begins with a concrete experience, which is then followed by the second stage; reflective observation is when the learner consciously reflects back on that experience. The reflection can then be assimilated into a theory by the process of abstract conceptualisation The third stage, abstract conceptualization is where the learner attempts to conceptualize a theory or model of what is observed. The last stage, active experimentation is where the learner is trying to plan how to test a model or theory or plan for a forthcoming experience. New or reformulated hypotheses are tested in new situations. Four learning styles have been identified by Kolb [15] which correspond to these stages. The styles give a highlight of conditions under which learners learn better. These can be categorized to the styles as below: Assimilators are the people who learn better when presented with sound logical theories to consider. The assimilating learning preference is for a Tangible Augmented Reality for Design Learning 703 concise, logical approach. People with an assimilating learning style are less focused on people and more interested in ideas and abstract concepts. People with this style prefer readings, lectures, exploring analytical models, and prefer to have time to think things through. Convergers are those who learn better when provided with practical applications of concepts and theories. They mostly prefer to technical tasks, and are less concerned with people and interpersonal aspects. People with a converging learning style pay more attention to technical tasks and problems than social or interpersonal issues. Another style comes up with accommodators. These people learn better when provided with “hands-on” experiences [15]. The accommodating learning style relies on intuition rather than logic. These people desire to conduct a practical, experiential approach based on previous people’s analysis. People with an accommodating learning style prefer to work in teams to complete tasks. They set targets and actively work in the field trying different ways to achieve an objective. Last category is divergers. They learn better when allowed to observe and collect a wide range of information. Particularly, they usually prefer to watch rather than do, tending to collect information and use imagination to solve problems. People with a diverging learning style have broad cultural interests and enjoy gathering information. People with the diverging style prefer to work in team, to listen with an open mind and to receive personal feedback. Design Development Design learning inherits certain features of design development. The typical design process was also analyzed and featured as a spiral process as shown in Fig. 4 to model how the various design elements fit together [16]. It can be extended to model how the various elements involved in design learning and development fit together. For tangible Augmented Reality systems, the initial mental image/model is perceived and constructed visually from reflective observation (Augmented Reality) and tactilely from tangible feedback (tangible interface). For each cycle along the spiral design process, designers proceed through by presenting, testing, and reimaging responses to a set of related problems. Abstract concepts are then reinforced by this continuous combined feedback from visual and tactile channels. Designers then converge the current abstract concept to the active experimentation. Following the above immediate action, they return to problems that have already been studied to revisit earlier decisions throughout this design activity. The output is the knowledge gained from the expressive, playful, reflective, situated and interactive learning activities from tangible AR systems. 704 R. Chen, X. Wang Fig. 4. Design Development Spiral [16] Physicality This section brings together a multi-disciplinary group of knowledge towards the central physicality [17]. It is necessary to dig more deeply into the nature of physicality itself. Physical objects impress people mentally. There are two issues which have been raised that how physicality plays a role in traditional computer-aided design and the other way round. Three properties of 'ordinary' physical things – that is inanimate, non-mechanical, 'natural' things. There are three aspects extended from the properties: directness of effort, locality of effort and visibility of state [17]. These aspects can explain the reason why the visual and tactile feedback can give the concrete experience provided by the tangible AR system, impact either explicitly or implicitly. The way designers design requires an understanding of how learners apply principles of cause and effect from the physicality. The design of tangible AR systems which do not conform to these principles may trigger confusion, disinterest or reflection. These properties lead to identification of centre-movement-expression (see Fig. 5). For example, when we press the door bell, we expect to hear the ring tone and Tangible Augmented Reality for Design Learning 705 later hopefully some responses from the inside or somebody opens the door, but if we won’t get any feedback, people usually will try to press the door bell again. From this simple case, we see the physicality has direct and central influences on the movements related to the locality change from outdoor to indoor and even the aural spatiality. Spatiality is another property of tangible AR systems, which provides space for actions where they affect computation. It is unlike traditional desktop systems which utilize an indirect-mapped controller, typically mouse and/or keyboard for input, tangible AR systems afford opportunities to capitalize on human’s developing repertoire of physical actions and spatial abilities for direct system input and control. For example, theme parks and interactive exhibitions in museums, art galleries and science centers have created a rich tradition of creating environments which respond to human’s actions and movement. Concreteness and sensory-directness Centre-movement-expression Physicality Effect Cause 1. directness of effort 2. locality of effort 3. visibility of state Embodiment effects & Learning benefits Fig. 5. The physicality between cause and effect However, little is known about how to design these augmented reality environments specifically to support cognitive development of learning. Design requires an understanding of how and why people’s actions in space are related to cognitive developmental change. Embodied Cognition The embodiment from cognitive science suggests that there are some stronger linkers between physical activity and cognition [18]. Tangible AR 706 R. Chen, X. Wang systems are envisaged to offer more opportunities for learners to increase the physical activities which prove to influence and constrain cognitive process [19]. While learners perceive visual representations from AR systems and tacitly feel physical materials from tangible interfaces, perceptual and motor responses are complemented to offer a more accurate assessment of the current learning outcome. Such alignment/matching in turn tightly inter-leave the perceptual and cognitive processes together. Materializing knowledge into physical forms can also help learners to further advance the understanding of those purely gained from written media. Several informal evaluations of tangible AR systems [2] [7] for learning have been highlighted the integration of physical and digital representations as an important distinction between representations. Spatial and temporal relationships between representations are defined as the integration. The integration of representation has also been outlined as one of features for tangible user interfaces [2]. It is a truism that computation and information are always physical [20]. For example, the magnetic regions polarize even ink on paper. Just as the embodiedness of the human body is critical to understand cognition, physical embodiment reminds us of crucial features of computation (see Fig. 6). For example, that you can only perform finite computation in finite time and space and that memory 'space' consumes physical space. Numerous pedagogical approaches including the Montessori Method and Frobel’s Kindergarten curriculum support using bodily engagement with physical objects to facilitate active learning [20]. This can be proved from a classical example that the way children use their bodies to learn is to use their fingers to count and perform arithmetic operations. Pragmatic action involves manipulating physical entities to directly accomplish a task [21]. In a simple case, a child will try to connect Lego blocks to build a dinosaur that can stand on two feet. Epistemic action involves manipulating physical entities in order to change the nature of the cognitive operations necessary to complete a task. For example, a child may consider spending the amount of time to connect and disconnect Lego blocks to better understand how different configurations relate to the stability of their creation. Conceptualizing Tangible AR Systems This section presents the conceptualization of a tangible AR prototype based on the framework. It is highlighted that tangible manipulation is bodily interaction with physical objects. These objects are coupled with Tangible Augmented Reality for Design Learning 707 computational resources [22], allowing users to control computation by fusing familiar desktop utensils, two-dimensional computer desktop applications, and three-dimensional models, we provide a seamless transition from the traditional 2D computer desktop to a 3D augmented working environment. Two hexahedral objects are attached together to create the new tangible AR interface. The shape of the new tangible AR interface removes the restriction of user’s motions in existing tangible AR interfaces. Users can move and rotate the new interface freely to manipulate virtual objects in AR environment. This improvement is useful for applications that require unrestricted rotation motions of virtual objects. A user navigating the virtual environment using the two hexahedral objects interface, a virtual block is added or removed from the corresponding position of the destroyed building in the virtual environment can easily get the affection from the other view. This mode ends when users complete putting all the blocks in the right place on the broad. Embodied Cognition Directly accomplish a task Physical interaction with the world Pragmatic action Mental action Manipulating the physical entities Epistemic action Change the nature of the cognitive operations necessary to complete a task. Fig. 6. The relation between the physical worlds to the embodied cognition 708 R. Chen, X. Wang System Architecture Fig. 7 shows the overall architecture of the tangible AR system that displays the event and messages flow among the sub-components of the system. It consists of the context server for managing the main logic, the virtual environment and the tangible interfaces for user navigation and interaction. The context server includes the communication manager for the event and message handling among the sub-systems. The augmented reality environment shows the reconstructed urban area (such as buildings, parking spots, trees and roads) with vivid sounds. It also contains user interaction and event processing modules for state update by the context server and the tangible interfaces. AR system Event Receiver Graphics& Behaviour engine Tangible interface Navigation interface Augmentation display Context server FSP Engine Communication Manager UDP wrapper Navigation TCP wrapper Two hexahedral objects Interaction Sound server Tangible Board Event Queue Transmitter Fig. 7. System Design The tangible interfaces include the augmented display and the navigation interface for navigation and the broad interface for user interaction in the augmented reality environment. Navigation interface allows learners to walk through the pre-designed area along with the virtual urban area. The augmentation display shows the overview of the open area and the user’s current location in the virtual environment. It allows user to draw a path on Tangible Augmented Reality for Design Learning 709 the map with their hands to navigate in augmented reality environment. The advantage of using this system design is to emphasize the physical interaction with the world as mentioned in the section of embodied cognition. When the learner performs the physical activities in the virtual urban area, their hands directly interact with the physical objects which improve the influence to cognitive process. In another word, the physical and digitalized learning material has been integrated into the representation. The board interface adopts the Teris puzzle game metaphor. It allows users to modify the structure of the buildings using various tangible blocks. Each block position is detected by 10*10 PIC micro-controller driven switch unit. Each micro-controller cell unit controls LEDs and switches. The board interface is connected to the communication manager by TCP. System Setup Fig. 8 is the sketch for the setup of the tangible AR system and it illustrates the practical system configuration. Underneath the table is a projector for a table display and a camera for tracking the hexahedral objects. It considers one aspect of interface principles, which is seamless interaction with an AR system. That is created by aligning two hexahedral objects as shown in Fig. 8 with markers. Eighteen distinguishable markers are attached to the block, so it can be viewable from the camera of the AR system at any orientation as long as the block is located inside the viewing area of the camera. The camera views the block, and the AR system detects markers on the block and estimates pose of the block using the detected markers. The block provides natural interactions with users. Users can hold the block and move or rotate it freely to manipulate the corresponding virtual objects. At least one side of the block is always visible to the camera as long as the interface is viewed by the camera. Learners can also hold the block with one or two hands not occluding all markers on the block. This helps to increase the physicality described in the previous framework. It directly effects on the concreteness and sensory-directness. As stated before, the way designers design requires an understanding of how learners apply principles of cause and effect from the physicality. Physical objects can impress people mentally so when the learners play around with the blocks meanwhile they also receive visibility from different broad. These helps them learn fast and understand better in space which is related to cognitive developmental change. The camera under the table is only used to track object’s position and orientation. Under the table, a mirror is equipped to extend the line of sight of the projector and the camera. Beside the table, the augmentation display 710 R. Chen, X. Wang shows virtual graphical models augmented on the scene of the real table captured from the camera above the table. The upper camera is also used to track the 3D position and orientation of tangible interface. This more naturally engages learners to the learning activities since three aspects from the directness of effort (manipulating the physical objects), locality of effort (recognizing the orientation from the Augmentation display) and visibility of state (overview from the navigation display) are supported to some extent. Fig. 8. Setup sketch for tangible AR system Summary This paper presented a theoretical framework which investigates how tangible Augmented Reality systems can be utilized to support cognitive development of design learning. The framework was developed by considering Tangible Augmented Reality for Design Learning 711 different learning styles, design development theory, physicality and embodied cognition. The framework can be applied to conceptualize new tangible AR prototypes for design learning activities. It can also be used to evaluate existing tangible AR interfaces. The paper also presented a proposed tangible AR system, based on the framework. 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