Abstract :
Mobile augmented reality system (MARS) based e-learning environments equip a learner with a mobile wearable see-through display that interacts with training/learning software. MARS has the potential to adapt to individual learner needs and dynamically distribute tailored instruction to improve learning performance for a life time. While using MARS, learners may interact with their natural environment while MARS digitally annotates real-world objects with digital content. This digital content may combine multi-modal animation, graphics, text, and video as well as voice used to augment instruction based on empirical pedagogical models. The challenge, however, is building a MARS software architecture that fulfills this potential and is also reusable, interoperable, and adaptive to individual augmented reality (AR) "heads-up displays" while, at the same time, capable of delivering personalized instruction to the learner
Keywords :
augmented reality; computer aided instruction; computer animation; helmet mounted displays; mobile computing; open systems; software architecture; software reusability; augmented learning; context-aware learning; digital content; e-learning environment; graphics; heads-up displays; interoperability; learning software; mobile augmented reality architecture; mobile wearable see-through display; multimodal animation; personalized instruction; software architecture; software reusability; training software; Augmented reality; Computer architecture; Context awareness; Eye protection; Graphics; Humans; Mars; Pervasive computing; Software architecture; Two dimensional displays;