ACM Home Page
Please provide us with feedback. Feedback
3D edutainment environment: learning physics through VR/AR experiences
Full text PdfPdf (1.49 MB)
Source
ACM International Conference Proceeding Series; Vol. 352 archive
Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology table of contents
Yokohama, Japan
SESSION: Technical track: AR/MR entertainment table of contents
Pages 21-24  
Year of Publication: 2008
ISBN:978-1-60558-393-8
Authors
Sylvia Irawati  University of Science and Technology, Korea and Korea Institute of Science and Technology, Seongbuk-gu, Hawolgok-dong, Seoul, Korea
Sengpyo Hong  University of Science and Technology, Korea and Korea Institute of Science and Technology, Seongbuk-gu, Hawolgok-dong, Seoul, Korea
Jinwook Kim  Korea Institute of Science and Technology, Seongbuk-gu, Hawolgok-dong, Seoul, Korea
Heedong Ko  Korea Institute of Science and Technology, Seongbuk-gu, Hawolgok-dong, Seoul, Korea
Sponsors
IPSJ : Information Processing Society of Japan
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 11,   Downloads (12 Months): 110,   Citation Count: 0
Additional Information:

abstract   references   index terms   collaborative colleagues  

Tools and Actions: Request Permissions Request Permissions    Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1501750.1501755
What is a DOI?

ABSTRACT

Virtual Reality (VR) as well as Augmented Reality (AR) environment can be used as media for edutaining. They provide pleasant environments for educating students through experiences. In this paper, we present a 3D edutainment environment which provides an experience-based learning environment for understanding the Newtonian physics law. We design a physics-based simulation application that simulates a domino effect in the 3D environment. Using this application, the user can learn physics by interacting and experiencing different kinds of domino effect in the VR/AR environment. We propose a new way to help the user tuning the simulation conditions to produce a desired simulation effect by illustrating an expected trajectory of the object of interest. Therefore, the user can easily distinguish the simulation results from different configurations by comparing the trajectories of the selected object.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

1
 
2
S. Irawati, S. Ahn, J. Kim, and H. Ko. VARU framework: Enabling rapid prototyping of VR, AR and ubiquitous applications. IEEE Virtual Reality Conf, pp 201--208, 2008.
 
3
H. Kato, M. Billinghurst, and I. Poupyrev. ARToolKit. Available at: http://www.hitl.washington.edu/artoolkit/
 
4
J. Kim. Virtual Physics Library. Available at: http://virtualphysics.imrc.kist.re.kr/, 2008.
 
5
Kim, S. Park, H. Lee, K. Yuk, and H. Lee. Virtual Reality Simulations in Physics Education. Interactive Multimedia Electronic Journal of Computer-Enhanced Learning, 3(2), 2001.
 
6
J. Kim, I. Sylvia, H. Ko, and M. Sato. Integration of Physics Based Simulation with Haptic Interfaces for VR Applications. Proceedings of HCI International, July, 2005.
 
7
J. Looser, R. Grasset, H. Seichter, and M. Billinghurst. OSGART-A Pragmatic Approach to MR. In Industrial Workshop at ISMAR, 2006.
 
8
R. Osfield and D. Burns. Open Scene Graph. Available at: http://www.openscenegraph.org, 2006.
 
9
 
10
 
11
M. Sato. Development of string-based force display: SPIDAR. 8th International Conference on Virtual Systems and Multimedia, 2002.
12
13

Collaborative Colleagues:
Sylvia Irawati: colleagues
Sengpyo Hong: colleagues
Jinwook Kim: colleagues
Heedong Ko: colleagues