TAILIEUCHUNG - Hsiao and Rashvand Human-centric Computing and Information Sciences 2011, 1:1

Hsiao and Rashvand Human-centric Computing and Information Sciences 2011, 1:1 RESEARCH Open Access Integrating body language movements in augmented reality learning environment Kuei-Fang Hsiao1* and Habib F Rashvand2 * Correspondence: kfhsiao@mail. 1 Dept. of Information Management, Ming-Chuan University, Gwei-Shan, Taoyuan County 300, Taiwan Full list of author information is available at the end of the article Abstract Due to excessive use of computer and other low activity learning systems in many schools the physical health status of young students is deteriorating at an alarming rate throughout the world and more seriously in Taiwan upon recent national survey. We address this growing global problem with. | Hsiao and Rashvand Human-centric Computing and Information Sciences 2011 1 1 http content 1 1 1 Ũ Human-centric Computing and Information Sciences a SpringerOpen Journal RESEARCH Open Access Integrating body language movements in augmented reality learning environment Kuei-Fang Hsiao1 and Habib F Rashvand2 Correspondence kfhsiao@mail. 1Dept. of Information Management Ming-Chuan University Gwei-Shan Taoyuan County 300 Taiwan Full list of author information is available at the end of the article Springer Abstract Due to excessive use of computer and other low activity learning systems in many schools the physical health status of young students is deteriorating at an alarming rate throughout the world and more seriously in Taiwan upon recent national survey. We address this growing global problem with student learning process in mind in this study we examine making a better use of information technology in virtual really under our new augmented reality AR enhanced learning method. Under our AR design approach we make use of body language by integrating learners interactions with the computer in their learning based set of physical activities in a way that the effectiveness of the method technique increases their academic performance through a preference selectivity system. Our results collected from in-school extensive experiments and analysis of the results using recently developed seven multimedia learning subscale factors show that those students who begin with more challenging preferences show more interest and also they gain significantly more in their academic achievements than others. Keywords augmented reality body language virtual reality e-learning education preference I. Introduction Using information communication and technology ICT to assist learning and facilitate distance learning has been known for decades and shown that be able to create new learning opportunities. The virtual reality VR a specialized advanced area of

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