1
http://www.sologicolibre.org/projects/atomic/en/index.php
2
http://alpha.zooburst.com/
A NOVEL TUTOR-GUIDED PLATFORM FOR INTERACTIVE
AUGMENTED REALITY LEARNING
Héctor Martínez, David Abadía, Luis Miguel Sanagustín, Isabelle Hupont, Rafael Del-Hoyo
Instituto Tecnológico de Aragón, P. T. Walqa Ctra. Zaragoza, N-330a, Km 566, Cuarte, Huesca, Spain
Carlos Sagüés
Departamento de Informática e Ingeniería de Sistemas, Universidad de Zaragoza, C/Maria de Luna 1, Zaragoza, Spain
Keywords: Augmented Reality, Virtual Agents, Interactive learning system, Intelligent Tutoring Systems.
Abstract: Modern education is continuously incorporating new technologies in the learning process. Some of these
technologies involve Augmented Reality applications and virtual agents. The proposed architecture aims to
offer a novel tutor-guided platform for non-programming experienced users to develop intelligent
Augmented Reality e-learning applications. The platform has been used to create a bakery tutorial and some
children games with learning purposes as examples of its capabilities. A pilot experience has been carried
out, and the feedback has shown good results concerning the usefulness and usability of the platform.
1 INTRODUCTION
There is a recent interest on including new emerging
technologies in e-learning systems in order to
enhance the learning process. In particular,
Augmented Reality has been proved to be a useful
tool (Balog, Pribeanu and Iordache, 2007; Chen, Su,
Lee and Wu, 2007; Kaufmann and Dünser, 2007).
The concept of Augmented Reality refers to the
representation of virtual elements over a real scene
captured by a camera. Students find the concept
acquisition more attractive and fun when a virtual
environment is mixed with the reality. Contrary to
other new technologies, Augmented Reality
usability has a fast learning process. Even users who
have never used any Augmented Reality application
before have reported a good feedback in the use of
this technology for education purposes (Sumadio
and Rambli, 2010). Some examples of Augmented
Reality for e-learning can be the MagicBook where
a traditional book is augmented to offer virtual
content (Billinghurst, Kato and Poupyrev, 2001), a
book with finger marker used to enhance the
contents (Hwa Lee, Choi and Park, 2009) or an
application to learn concepts related with the human
body (Juan, Beatrice and Cano, 2008). However, the
interaction in those applications is very limited. The
purposes of those works are mainly focused to show
virtual 3D contents to the users who can see some
objects under different angles and dimensions to
better understand how they work. The main gap
between Augmented Reality applications and
educators is the lack of programming skills of the
educators. Thus, the creation process involves
computer science experts and pedagogic
professionals. Some user-friendly authoring tools
have arisen to help those people who don’t have
programming skills to make some simple but
powerful Augmented Reality applications. Some
authoring tools examples can be ATOMIC
1
and
ZooBurst
2
. However, the created applications are
limited to show contents and the logic of the
program is fixed by the software creators.
The use of 3D environments enables the use of
intelligent virtual agents. In the field of e-learning,
the benefits of using virtual humans capable to adapt
the transmission of knowledge to each student have
been proved (Sklar and Richards, 2006).
It is important to point out that the virtual agent
shows intelligent behaviours that respond
accordingly to the evolution of the interaction, like,
for instance, offering help when needed.
The proposed system is a novel tutor-guided
platform for interactive Augmented Reality learning.
88
Martínez H., Abadía D., Miguel Sanagustín L., Hupont I., Del-Hoyo R. and Sagüés C..
A NOVEL TUTOR-GUIDED PLATFORM FOR INTERACTIVE AUGMENTED REALITY LEARNING.
DOI: 10.5220/0003337600880093
In Proceedings of the 3rd International Conference on Computer Supported Education (CSEDU-2011), pages 88-93
ISBN: 978-989-8425-49-2
Copyright
c
2011 SCITEPRESS (Science and Technology Publications, Lda.)
The presented system enables to create intelligent
Augmented Reality applications for learning
purposes. Instead of just showing contents, the final
applications are able to offer a rich variety of
interactive actions. The system uses an intelligent
framework that enables to define application logic
using natural language. Therefore, any non-
programming expert person is able to create
interactive Augmented Reality exercises for e-
learning with his/her imagination as the only
limitation.
One of the main features of the proposed system
is the introduction of a virtual tutor, as an intelligent
interactive virtual agent who guides the user through
the learning process and evolves his behaviour in
function of the user’s actions, achieving more
interactivity with the student making the exercises.
Thanks to the applications created with the
proposed system, the traditionally acquired learning
concepts can be moved into practical exercises. Due
to the attractiveness of some of the technological
elements included in the system, such as Augmented
Reality exercises and virtual tutors, the learning
process becomes more interesting for students.
The rest of the text is organized as follows:
section 2 describes an overview of the proposed
platform architecture. In section 3, a practical
example is explained to show the potential of the
platform. Finally, in section 4 some conclusions and
future work are discussed.
2 PLATFORM ARCHITECTURE
OVERVIEW
The proposed platform is a powerful authoring tool
for teachers and educators. The system enables the
users to create a great variety of Augmented Reality
tutorials, practices or games for learning purposes.
The system also offers the possibility of including an
intelligent virtual tutor who guides the student
through the learning process. Figure 1 shows the
proposed architecture. The system has three
modules: Perception module, Artificial Intelligence
module and 3D Multimedia Scene Manager.
2.1 Perception Module
The Perception module allows the student to
communicate with the system. The communication
can be established by different ways. The main
feature of the Perception module is the Augmented
Reality system, which is the core of the interaction.
The Augmented Reality system detects some
markers in the image captured by the camera and
calculates their 3D coordinates. Once those
coordinates have been calculated, the virtual
elements will be mixed with the real video motion
and displayed to the student according to the
markers position and orientation. The fact of
manipulating the virtual elements makes the student
to feel like manipulating real objects.
Apart from the Augmented Reality system, the
user can communicate with the system through a
keyboard, a mouse and a microphone. These system
inputs are sent to the Artificial Intelligence module,
being the system logic completely transparent to the
student.
2.2 Artificial Intelligence Module
This module is the engine where the system logic is
defined. It is also the inference engine that makes
the virtual tutor to react to the student inputs. In this
module, the educator can define the instructions for
the student to carry out the exercises. The system
Figure 1: Proposed system’s architecture.
A NOVEL TUTOR-GUIDED PLATFORM FOR INTERACTIVE AUGMENTED REALITY LEARNING
89
is controlled by an intelligent rules-based framework
called ISIS: Intelligent Support Interaction System
(Martínez, del-Hoyo, Sanagustín, Hupont, Abadía
and Sagüés, 2011). Any non-programmer user can
easily implement the system behaviour by defining
natural language rules. Two kind of rules can be
established: crisp and fuzzy rules (Zadeh, 1965).
Figure 2 shows an example of fuzzy rules definition
using the ISIS’ interface. Furthermore, the language
interaction between the virtual tutor and the student
is described using the Artificial Intelligence Markup
Language (AIML).
Figure 2: Screen of the ISIS tool for Fuzzy rules
definition. The screen is divided in two parts. The first one
is used to define the attributes (the definition of fuzzy
attributes is accompanied of their fuzzy sets). The second
part is used to define the system rules.
2.3 3D Multimedia Scene Manager
The 3D Multimedia Scene Manager is the module
that creates a virtual environment to be mixed with
the real video motion. This module communicates
with the Artificial Intelligence module and evolves
according to the data received from it. It allows to
include any kind of multimedia content (3D models,
audio, video, still images or webpages) in the e-
learning application.
One important figure in the system is the virtual
tutor, which is the entity in charge of guiding the
user through the learning process. The virtual tutor
can be selected according to the context of the
application and the end user. For example, a human
look-like virtual tutor can be used for training
formative applications while some toons can be used
as virtual tutors for children learning applications
(using different toons depending on the age of the
target students). The fact of personalizing the virtual
tutor gives an added value to the system because the
student gets more empathy with the virtual tutor and
he/she makes so in a faster way. The student is able
to interact with the virtual tutor who responds in an
intelligent way to the actions made by the user as
wrong answers, help questions and so on. The
virtual tutor intelligent behaviour is controlled by
ISIS so it is able to interact with the user in an
intelligent natural way. The virtual tutor figure has
been created with the purpose of making the student
to feel accompanied at every moment. The virtual
tutor communicates with the student through chat or
voice but also with emotions and gestures. It is also
in charge of offering help to the student both when
the virtual tutor thinks that it is necessary or when
the student asks for it. The offered help may be a
simple comment but also can be a more complex
element such as a video or a web browser. When the
conversation student-virtual tutor is established, the
latter will search in a question-answer engine and
will answer as accurately as possible attending to the
student’s needs.
3 PRACTICAL APPLICATIONS
In order to prove the potential of the system, two
different application examples have been created.
Firstly, a tutorial for making bread has been
developed. This tutorial is oriented to train future
bakers, helping them to acquire and reinforce the
concepts needed to cook bread. The tutorial consists
of some exercises oriented to different difficulty
levels. The second developed application consists of
a series of educational games for children to learn
basic concepts, such as learning vowels or
increasing their creativity.
3.1 Bakery Tutorial
The bakery tutorial is an example created to show
the capabilities of the system oriented to formative
training applications. The tutorial is guided by a
human look-like virtual 3D tutor. The tutorial
instructions are offered in two formats
simultaneously (audio and text), in order to achieve
a better comprehension of the information from the
student. The system also shows some videos when
some tasks are successfully completed. Thanks to
the combination of different exercises and rules, the
educator is able to offer different applications for
different students, adapting the level for each case.
The tutorial begins with a welcome message and the
student is asked to put the virtual tutor in the scene.
Once the virtual tutor is visible, it introduces himself
and the tutorial begins. The tutorial consists of a
CSEDU 2011 - 3rd International Conference on Computer Supported Education
90
variety of consecutive exercises with different levels
of difficulty.
Depending on the exercise, the student is
instantiated to select, between the different tools,
those needed to cook the bread (Figure 3.a). He/she
can also be asked to locate the available ingredients
on the scene (Figure 3.b).
Another example of interaction in the exercises
is the possibility of modifying the 3D objects
properties. Thanks to some useful controls (such as
buttons and selectors), the student is able to set the
quantity of every ingredient needed to prepare the
bread. For example, Figure 3.c shows how the
quantity of the water needed to properly cook the
bread can be fixed.
Figure 3.d shows an example of a tutorial
exercise that has been successfully completed. The
goal of the exercise is to select the right ingredients
and take them next to the oven (leaving apart those
which are wrong). When the right ingredients have
been selected, those ingredients and the oven
disappear and a piece of bread appears instead.
Finally, an explanatory video is displayed to
enhance the concepts that have been learned.
Figure 3: Some examples of exercises. (a) and (b) are
choosing exercises (ingredients (a) and tools (b)). (c) is an
example of virtual buttons usage. The user can change the
quantity of water needed to cook the bread using the
virtual controls. (d) Another practical exercise. The tutor
reacts to the user’s actions and a video is displayed when
the exercise has been successfully solved.
The virtual tutor accompanies the student
through the different exercises. It explains the
concepts, asks the student to perform some tasks and
congratulates the student when some task has been
achieved. The virtual tutor does not only
communicate with the student through his voice but
also with nonverbal communication. The tutor can
react with some emotions, such as smiling or
showing a sad expression, according to the different
actions of the student. As it has been mentioned, the
tutor may help the student to accomplish the
different tasks. Apart from explaining the different
goals, the virtual tutor offers some help when it
detects that the student has some problems. A chat
help mode is also available, in order to allow the
student to ask for help using the keyboard.
As it has been explained, the system logic can be
completely defined by the educator through natural
language rules. The tutorial has been implemented
with those rules. An example of fuzzy rule can be
the following:
if ((Distance_Oven_Salt is near) and
(Distance_Oven Yeast is near) and
(Distance_oven_water is near) and
(Distance_oven_Egg is far)) then
Success_Degree is success
As it can be seen, the rule defines the condition
to successfully complete the exercise showed in
Figure 3. Every distance has been defined as a fuzzy
variable. The quantity of every ingredient has also
been defined as a fuzzy set, so it is easy to define
another rule to establish the condition of a right
quantity for any ingredient, as, for example:
if (Water_Quantity is high) then
Success_Degree is failure
3.2 Children Learning Games
The second application is made up of some
educational games for children. The goal of those
games is to learn some basic concepts while playing.
The games are hosted by a virtual tutor. The virtual
tutor is here a ginger bread toon. Two examples of
those games are introduced in the next lines.
The first example is a puzzle game. The child is
asked by the virtual tutor to complete a basic puzzle.
If the virtual tutor detects that the child is having
some problems to achieve the goal, it encourages
him/her. A help chat mode is also available if
needed. When the puzzle is completed, the virtual
tutor congratulates the child and remarks the
congratulation with some nonverbal communication
such as smiling and dancing. Figure 4.a and 4.b
show an example of the game. The game logic has
been implemented in ISIS with fuzzy attributes for
distances and angles between the different pieces of
the puzzle.
Another example of learning-oriented child game
is a vowel-learning game. The five vowels are
shown to the child, and the virtual tutor asks him/her
to press one of them. If the wrong vowel has been
selected, the virtual tutor shows a sad face and asks
A NOVEL TUTOR-GUIDED PLATFORM FOR INTERACTIVE AUGMENTED REALITY LEARNING
91
the vowel again. On the other hand, if the right
vowel has been pressed, the virtual tutor smiles and
dances. In order to enhance the learning process,
when the right vowel has been selected, the virtual
tutor says some sentences relative to some words
that begin with that letter. After that, another random
vowel is asked to continue with the game. Figure 4.c
and 4.d show the proposed game.
Figure 4: Examples of children learning games. Some
puzzle pieces (a) and vowels (c) are offered to the child.
When the puzzle is successfully completed (b) or the right
vowel has been selected (d), the virtual tutor congratulates
the child, smiles and dances.
3.3 Evaluation with Users
The bakery tutorial has been used in a pilot
experience. Twenty students between 20 and 50
years old have tested the tutorial and have been
asked to evaluate the system through a poll. Some
basic Augmented Reality examples have been
introduced to the students using the system. Once
the concept has been introduced to the students, they
have tried the different exercises.
Firstly, the students have performed the exercises
without the presence of the virtual tutor. After that,
the same exercises have been carried out with the
help of the virtual tutor.
When the tutorial has finished, the students have
been asked to evaluate the system. The main ideas
obtained from the polls have been that the
interactivity based on Augmented Reality and the
virtual tutor are two elements that improve the
concept acquisition. Moreover, the system has
proved to be very usable even in the cases of
students who have never used an Augmented Reality
application before. The fact of having the possibility
to interact has been also pointed out by the students.
Figure 5 shows the results of the acceptance levels
of some aspects.
Figure 5: Remarkable aspects of the bakery tutorial. The
interactivity, usability and the help offered by the tutor
have been the most valuable aspects for the students.
It is also remarkable that 3D models and tutor
pitch are a crucial issue for the student’s perception
and credibility towards such interactive systems.
4 CONCLUSIONS
AND FUTURE WORK
An intelligent interactive e-learning authoring tool
based on Augmented Reality has been presented.
The system allows teachers to create interactive
learning applications including exercises, tutorials
and games. The applications can be adapted to
different environments, ranging from training
courses to school concepts acquisition for children.
The application of an artificial intelligence rules-
based engine with Augmented Reality as user
interface supposes a new approach respect to
existent work, as it enables the creation of formative
applications based on rules, which define the
interaction between the virtual elements (3D models,
images, sounds and videos) and the student in order
to enable the improvement of the interactivity in the
learning process.
The proposed Augmented Reality applications
consist of a work area (typically a desk) where some
markers are shown to a camera connected to a
computer. The system detects the markers with
pattern recognition and offers the markers position
and orientation to an intelligent virtual environment.
Then, the virtual environment is shown over the real
video in real-time, according to the markers position
and orientation.
One important feature offered by the system is
the ability of interaction. The user can manipulate
the markers, which at the end supposes to interact
with the virtual elements (3D models, images,
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92
browsers…). Some of those virtual elements are
buttons or selectors what enables the user to change
some properties of the other virtual elements. Other
features of the virtual elements, such as distances
and angles, are also properties that evolve the
system, according to how the student manipulates
them.
The complete learning process is guided by a
virtual tutor. The virtual tutor can be selected from
the available ones according to the context and the
end user. For example, a human look-like model has
been used to develop a training tutorial while some
toons have been used to create children learning
games. The virtual tutor teaches the student and
offers him/her some exercises to carry out. The
student can interact with the virtual tutor in a variety
of ways (listening to the instructions, chatting,
talking to it or receiving nonverbal communication).
The virtual tutor acts according to intelligent
framework, which is also responsible of the system
logic.
The bakery tutorial has been tested in a pilot
experience and has reported good results. The
students have been able to use the application
without any problems even if they had not used an
Augmented Reality application before. The help of
the virtual tutor has shown to be enough to start
using the application. The results of the experience
agree with the results of other similar studies (Balog
et al., 2007; Chen et al., 2007; Kaufmann and
Dünser, 2007).
Besides, the virtual 3D representation of
complex objects may be a help for the student to
assimilate the concepts because sometimes it is
difficult to visually image the objects.
In the future, the system is expected to
automatically analyze the learning indicators
obtained in order to adapt the contents for each
student in real-time, instead of the mediation of the
real tutor and so to provide a personalized learning
process. Emotional detection for content adaptation
is also a desirable feature to obtain in the future.
In order to track the student learning process by
the educator, currently the system is being integrated
in a standard Learning Management System.
ACKNOWLEDGEMENTS
This work has been partly financed by the CETVI
(PAV-100000-2007-307) and the RA-IA Learning
(TSI-020302-2010-155) projects funded by the
Spanish Ministry of Industry and the Grupo de
Ingeniería Avanzada (GIA-SISTRONIC) of the
Instituto Tecnológico de Aragón.
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