Building and evaluating learners’ attitudes toward augmented reality learning system Hsiu-Mei Huang Department of Information Management, National Taichung University of Science and Technology,129, Sec. 3, Saming Rd., Taichung, 404, Taiwan E-mail: hmhuang@nutc.edu.tw, Phone: 886-4-22196609 Yen-Hsiang Andrew Liaw Department of Computer Science, Simon Fraser University, Canada E-mail : yhandrew.liaw@hotmail.com Yen-Ting Angela Liaw Facuty of Arts, University of British Columbia, Canada E-mail : angelaliaw12345@yahoo.com.tw Shu-Sheng Liaw General Education Center, China Medical University 91 Shiuesh Rd., Taichung, 404, Taiwan E-mail: ssliaw@mail.cmu.edu.tw ,Phone: 886-4-22053366 Ext. 6319 Abstract Augmented reality (AR) appears as an attractive technology that promises to allow learners to realize the virtual and real objects coexist at the same time. Previous experiences in the application of augmented reality in educational contexts were quite successful. The AR learning environment enables learners to make use of extensive interactions with the system and real world. This study attempts to build a prototype of augmented reality learning system for health care. In order to evaluate the learners’ attitude toward the system, TAM (technology acceptance model) was applied. The result showed that perceived usefulness is the only and most important factor to affect learners’ attitude toward using the AR learning system. 1. Introduction Information communication and advanced technology has been assisted learning for decades and shown that it can be able to create new learning opportunities for learners. Due to the great impact of advanced technology in the field of education, a virtual learning environment as a powerful virtual world for teaching and learning has been applied with e-learning applications (Carmigniani et al., 2001; Dunleavy, Dede, & Mitchell, 2009). Educators and researchers seem to consider how to improve the virtual learning process and authentic activities. Recently, advanced augmented reality (AR) technology has been expanded to enable the learners to interact with both of virtual worlds and real worlds significantly (Carmigniani et al., 2001; Dunleavy, Dede, & Mitchell, 2009). With this technological shift, the technology is more likely to continue progressing toward a more powerful and intuitive interaction, efficient visual communication, integration of rich media and delivering high quality learning content generated and managed by instructors. Carmigniani et al. (2001) defined “Augmented Reality as a real-time direct or indirect view of a physical real world environment that has been enhanced / augmented by adding virtual computer generated information to it” (p.342). Augmented reality is concerned with bringing virtual information generated by computer imagery not only to immediate surroundings, but also to any indirect view of physical real-world environment (Park, 2011). Augmented reality (AR) systems integrate virtual information into a user’s physical environment so that the user will perceive that information as existing in the environment. Computer graphics can be spatially registered with, and overlaid on, geographic locations and real objects to provide visual AR. Augmented reality (AR) is a newly emerging type of digital content that combines real imagery, which is usually captured by video cameras with virtual 3D graphic objects. In short, augmented reality refers to most of images that are real and can interact with the virtual world in real-time. 2. The devices of AR AR could potentially apply to all senses, which are augmenting smell, touch and hearing, as well by using augmented devices. The main devices for augmented reality are displays, input devices, tracking, and computers (Carmigniani et al., 2001; Kesim & Ozarslan, 2012). 2.1 Displays Head mounted displays (HMD), handheld displays and spatial displays are three major types of displays used in AR. To obtain an enhanced view of the real environment, learners wear video-see-through or optical see-through HMDs to see 3D computer-generated objects superimposed on their real-world view. With optical see-through HMDs, the real world is seen through half-transparent mirrors placed in front of the user’s eyes. The half silver mirror technology allows the views of real world to graphically overlay information of computer-generated images into the user’s eyes, thereby optically combining the real and virtual world views. With a video see-through HMD, the real world view is captured with two cameras on the learner’s head and the computer-generated images are electronically combined with the video representation of the real world (Carmigniani et al., 2001). Many applications of AR are integrated virtual objects, either directly into the real environment with a spatial display or indirectly with a head-mounted display (HMD)(Park,2011). Handheld displays employ a small computing device that can hold in a learner's hand. The two main advantages of handheld AR are the portable nature of handheld devices and ubiquitous nature of camera phones. On the other hand, the physical constraints of the learner should hold the handheld device out in front of real environments at all times, and the distorting effect of wide-angled mobile phone cameras while comparing the usage of eyes for viewing the real world are the disadvantages of handheld displays. All handheld AR displays employ video-see-through techniques to overlay computer-generated images into the real environment and use sensors, such as digital compasses and GPS units for their six degree of freedom tracking sensors. For augmented reality system, there are many promising platform currently available for handheld displays such as smart-phones, PDAs, and Tablets. Although smart-phones are extremely portable and widespread, the lack of adequate processing power and local network connectivity would be the two main disadvantages for meaningful AR platform options (Carmigniani et al., 2001). Spatial Augmented Reality (SAR) makes use of video-projectors, optical elements and other tracking technologies to display computer-generated images directly onto physical objects without requiring the learner to wear or carry the display (Kesim &Ozarslan, 2012). Spatial augmented reality separate displays from the user and integrate it into the real world. The system can be used by multiple learners at the same time without each user having his/her own AR display, thus SAR allows for collaboration learning between users (Carmigniani et al., 2001). 2.2 Input devices There are many types of input devices for AR systems such as pinch glove, a wand with a button and a smart phone that be used as a pointing device. For example, Android phone requires the user to point his/her phone in the direction of the stars. In general, the input devices chosen depends on the type of application is developed for the display chosen. For instance, if an AR system uses a handheld display, the learners should utilize a touch screen as input device (Carmigniani et al., 2001). 2.3 Tracking devices Tracking devices employ the tracking technologies: digital cameras and/or other optical sensors, GPS, RFID, and wireless sensors. Each of these technologies has different levels of accuracy and precision depends on the type of system being employed. For instance, the tracking devices for AR can be provided by vision tracking using the built-in camera of the handheld device. The ARToolKit library is a well-known marker tracking tool for developing a significantly tracking approach for both PCs and handheld devices (Carmigniani et al., 2001). 2.4 Computers AR systems require powerful CPU and enough RAMs to process camera images. Thus, the computer analyzes the sensed visual and other data to synthesize and position augmentations devices. 2.5 The advantages and disadvantages of AR It is important to discuss about the benefits and drawbacks of AR technology when employed in learning. The advantages of the AR can be classified into two parts: advantages of AR application and advantages at the AR creation phase. One of the advantages of AR application is used for simulation, visualization, addition of information, and interaction with the virtual objects without being totally immersed in the virtual life (Diggins, 2005; El Sayed et al., 2011). The most important of the AR creation process is less expensive than the Virtual Reality (El Sayed et al., 2011). Furthermore, the advantages of Augmented Reality versus Virtual Reality (VR) includes the require of requiring less power since fewer pixels are needed and provide more immersion since AR technology immerse the learner’s activities into a complete virtual environment. Real-time registration and user interaction are two major problems of augmented reality (Park, 2011). For the problem of real-time registration, there are the accurate camera pose estimation and accurate geometric registration between the captured real world and mixed virtual 3D objects (Park, 2011). On the other hand, since any events occurred in a real environment consists of intentional body motions by changing poses or signals from classical input devices, those events should immediately affect the real-time interaction problem for the augmented environment (Park, 2011). In Addition, El Sayed et al. (2011) proposed that the tracking time, registration error, and rendering quality are all AR drawbacks. 3. A case study of augmented reality learning system 3.1 System development The body organs augmented reality learning system (named 3DHC-AR) provides learners to explore body organs related knowledge in immersive learning environment. The system is designed to offer basic concepts of anatomy and health care by integrating D’Fusion into Virtools 4.0 and 3D system components through 3D object sourced from Turbo Squid. The system’s 3D graphic modules were drawn and rendered using 3DsMax and Maya, then edited with 3Ds Max, and transformed into OBJ files for export to D’Fusion Authoring tools, which included a 3D model export tool and a 3D model viewing tool from D’Fusion written in Lua Script. This system created Augmented Reality by D'Fusion CV and D'Fusion AR and provides learners with interactive control over virtual human body organs by physical cards and webcams. The system and course contents were built using Dreamweaver, the D’fusion Web player, and Virtools, thus ensuring that the user has continuous access to the program without any additional program installation. The overall architecture is shown as Fig. 1. The learner uses an organ card to control the learning process. For example, the learner can rotate, observe, and zoom in/out on the organs. The learner needs to prepare a Webcam and a body organ card for learning as shown in Figure 2. Using a body organ card to control the learning process, the learner can rotate and observe the organs as shown in Figure 3 Fig 1. System architecture Fig 2. A Webcam and body organ card for AR learning Fig.3 A learner rotates and observes the body organ. 3.2 Research hypotheses AR allows learners to see the real world as well as the virtual when it combines with all components in the form of virtual objects in the system, thus AR functions with the real-time activities allows learners to realize that the virtual and real objects coexist at the same time (Hsiao & Rashvand, 2011).The AR learning environment enables learners to make use of extensive interactions with the system such as the interaction between the learner and the real objects in the real world. TAM (technology acceptance model), examining learners’ attitudes and intentions on the usage of computer and communication technology, has emerged to be especially promising (Vankatesh & Davis 1996). TAM proposes that perceived usefulness and perceived ease of use to determine an individual's intention to use a system based on user attitudes (Davis 1989). Perceived usefulness is the extension to which a learner’s beliefs of using an information system will increase his or her learning performance (Davis, 1989). Perceived ease of use is a measure of users’ perceptions about how easy it is to implement a system. TAM has been successfully examined by many researchers to predict behavioural intention towards the use of an information system. Based on TAM theory, we propose the following hypotheses: H1: The perceived ease of use will have positive impacts on learners’ attitudes toward the AR learning system. H2: The perceived usefulness will have positive impacts on learners’ attitudes toward the AR learning system. 3.3. Participants and measurement There were 25 males and 30 females of a total of 55 valid responses. The data for this study were gathered by using the paper-and-pencil surveys. The questionnaire included 19 questions by using a 5-point Likert scales (ranging from 1 which means ‘‘strongly disagree’’ to 5 which means ‘‘strongly agree’’). All subjects were asked to respond to the questionnaire and their responses were guaranteed to be confidential. The internal consistency reliability was assessed by computing Cronbach's αs. There are .76,.80 and .91 for the perceived ease of use, perceived usefulness, and intention to use factors, respectively. Thus, the alpha reliability was highly accepted. 3.4 Results According to the results, 49.1% participants have over 10 years for computer experience. 19 out of 55 participants had used augmented reality environment (34.5%) and 9 of the participants had used augmented reality environment for learning (16.4%). Moreover, 36.4% learners had used augmented reality game. Only 6% learners had experience in learning the health care related course. The means of the perceived ease of use, perceived usefulness, and intention to use factors are shown in Table 1. For investigating hypotheses H1 and H2, a multiple regression was conducted in this study. The result showed that perceived usefulness factor was the only predictor to contribute in learners’ attitude towards the using of the AR learning system (F(1, 53)=16.14, p<0.001, R2=0.24). Table 1. The means, standard deviations of items. Factors Perceived ease of use Item M S.D. 1. I feel the system is easy to use. 3.93 2. The system is convenient for me to 3.69 use. 3. Learning how to operate the 3.69 system is easy for me. .57 .79 1. I feel that the system is helpful for 4.11 .71 2. I feel that the system is helpful to me to learn about health care. 4.20 .73 3. I feel that the system make me understand more about health care. 3.96 .86 1. The system can motivate me to 3.76 .98 .74 learning. Perceived usefulness learn. Intention to Use 4. 2. I feel that the system can strengthen my intention to learn. 3. The presentations of the system arose my curiosity to learn. 4. I am willing to use the system in my future learning. 5. The contents of the learning system can help me learn quickly. 3.65 .80 3.73 .93 3.78 .86 4.02 .81 Discussion The mean of perceived ease of use factor is 3.77. On the other hand, the mean of perceived usefulness is 4.09. Thus, learners perceive that the system is useful than the ease of use. In this study, perceived ease of use is not a predictor of learners’ behavioral intention to use AR learning system. Moreover, the result of the study supported that perceived usefulness is the most significant contributor to positive learner attitudes toward the use of 3D virtual reality systems (Huang, Rauch & Liaw, 2010; Verhagen et al., 2012). 5. Conclusion Learners can explore or navigate in a VR learning environment, and manipulate the 3D learning objects. Augmented reality has the ability to engage the learners and motivate them to explore authentic contexts between the instructional materials from real world with virtual objects created by VR technology (Hsiao & Rashvand, 2011). The result of this study supports that the potential of AR as a useful educational tools, which has been recognized by educators and researchers for many years. As a result, AR technology can offer the opportunity to create user friendly authentic learning environment that could be useful environment for learning. Therefore, educators would like to take advantages on the usefulness of AR technology, which affects learners’ intention to engage in learning activities. That is, the result of the study supported that a learner’s perception of the perceived usefulness is a crucial factor to influence the learners’ attitude toward the usage of AR learning. 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