Professional Documents
Culture Documents
I. Introduction
Augmented Reality (AR) Combines Computer-Generated Digital Information That Allows Users To
Experience An Enhanced Interactive Virtual And Physical World[1]. When The User Aims The
Camera To The Object Or A Marker, The Virtual Information Is Directly Superimposed And
Displayed On The User’s Screen And The User Can Interact With The System Through Its User
Interface That Integrates Virtual And Real Information[2]. AR Is Growing Rapidly And Becoming
More Mature Due To The Continues Enhancement Of Smartphone’s Imbedded Technology[3].
Mobile Augmented Reality (MAR) Is An Idea Developed Around Mid-1990s Incorporating AR In
Portable Mobile Device Such Head Mounted Display (HMD) And Nowadays In Tablets And
Smartphone. It Merges Different Technology Like Camera, Location-Based Computing Services
(LBS), Wireless Communication And AR To Create An Integrated Interactive Environment[4]. In The
Study, A Systematic Review Of 10 Years Of AR Usability Studies 2005 – 2014, 9 Different AR
Application Area Are Identified[5]. See Figure 1. This AR Application Area Are Collaboration,
Education, Entertainment And Gaming, Industrial, Interaction, Medical, Navigation And Driving,
Perception And Tourism And Exploration As Show In Figure 2. Moreover, Hand-Held Device (HHD)
Become The Primary Display Used For The AR Studies. Therefore, It Only Shows That MAR Is The
Trend In Recent Studies Of AR Which Is Driven By The Abundance Availability And Technological
Advancement Of Smartphone. Regarding The Primary Display Used For MAR, Education And
Industrial Area Belongs To The Top 5 AR Application Area That Utilizes HMD And HHD.
In The Philippines, Technical Education And Skills Development Authority (TESDA) Is The
Government Agency Tasked To Manage And Supervise Technical Education And Skills
Development. Computer System Servicing (CSS) National Certificate (NC) II Is Part Of The
Curriculum Under Technology And Livelihood Education (TLE) And Technical-Vocational-
Livelihood (TVL) Track Offered In The K12 Program Of The Department Of Education (Deped).
Aside From Deped, CSS NC2 Is Also Offered By Technical Vocational Institutions And Incorporated
In The Information And Communications Technology (ICT) Programs By The Colleges And
Universities. This Curriculum Is Under The Supervision Of TESDA That Also Offers CSS NC2
Assessment Or Certification That Could Be Used In ICT Related Employment. CSS NC2 Is Designed
To Develop Knowledge, Skills, And Attitudes Of A Student Or Trainee In Accordance With The
Industry Standards. It Covers Basic And Common Competencies Such As Installing, Maintaining,
Configuring, And Diagnosing Computer Systems And Networks[8]. Many Competencies Under CSS
NC2 Training Requires Computer And Network Components Assembly Task. Face-To-Face Training
Is The Common Training Approach Where A Trainer Is Teaching The Trainee New Assembly
Procedures. This Method Is Time Consuming And Expensive Because It Requires An Always
Available Expert For The Trainee. Research On AR In Education Has Reported That One Of The
Most Important Advantages Of AR In Education Is That AR Applications Increase Student Motivation
And Achievement. Similarly, Several Studies In The Industry Area Claim That AR Improve The
Trainee’s Skill And Efficiency In Assembly And Maintenance Tasks By Visualizing Computer
Generated 3D Information In The Real Environment. The Effectiveness Of AR Application Of This
Studies Could Not Be Realized Without Practicing The Proper User Experience (UX) Heuristics On
Its Development.
Design Heuristics Are Guidelines That Can Be Used To Evaluate The Usability Of A System And
Guide Its Design. In User Interface Design, The Term Is Almost Synonymous With Guidelines, And
Can Be Used By Both Designers And Evaluators[8].
User Experience (UX) Refers To A Person’s Emotions And Attitudes About Using A Particular
Product, System Or Service. It Better Captures All Of The Psychological And Behavioral Aspects Of
Users’ Interactions With Products[10]. Some People Mistakenly Use The Terms UX
And Usability Almost Interchangeably. However, Usability Is Increasingly Being Used To Refer
Specifically To The Ease With Which Users Can Complete Their Intended Tasks, And Is Closely
Associated With Usability Testing. Professionals Use The Term UX Much More Broadly, To Cover
Everything Ranging From Ease Of Use To User Engagement To Visual Appeal.
[10] Https://Www.Uxmatters.Com/Mt/Archives/2012/04/More-Than-Usability-The-Four-Elements-Of-
User-Experience-Part-I.Php
Although UX Of MAR Applications Have Received Some Attention From Researchers (E.G.,
[20,21]),
There Is A Need For A Study That Focuses On HMD MAR UX Heuristics For Skills Training Using
Smart Phone. To Address This Need, The Main Objectives Of This Study Is A Proposed HMD MAR
UX Heuristics For Skills Training.
20. Ritsos, P.; Ritsos, D.; Gougoulis, A. Standards For Augmented Reality: A User Experience Perspective.
Stand. Meet. 2011, 17, 1–9.
21. Olsson, T.; Lagerstam, E.; Kärkkäinen, T.; Väänänen-Vainio-Mattila, K. Expected User Experience Of Mobile
Augmented Reality Services: A User Study In The Context Of Shopping Centres. Pers. Ubiquitous Comput. 2013,
17, 287–304.
To Simplify The Definition Of The Objectives And Scope Of UX Efforts, As Well As Enable Their
Meaningful Measurement, Frank Gou[10] Proposed A Conceptual Framework That Describes Four
Distinct Elements Of User Experience, As Shown In Figure 1, And How They Interact With One
Another In Driving Better Product Designs.
No Recent Studies Focus In Design Heuristics That Holistically Design For MAR UX
Author UX Elements
Author Tittle No. Of Design Principles For Every UX Elements
Value Usability Adoptability Desirability
Amir Dirin 1 User Experience 1 5 3
And Teemu In Mobile
H. Laine Augmented
Reality:
Emotions,
Challenges,
Opportunities
And Best
Practices
Jorge Baccaa Mobile 3
Augmented
Reality In
Vocational
Education And
Training
S. Werrlich, An Overview Of 4 10 1
E. Eichstetter, Evaluations
K. Nitsche, Using
G. Notni Augmentedreality
For Assembly
Training Tasks
Tsai-Hsuan Design of a 5
Tsai1 Mobile
Augmented
Reality
Application: An
Example Of
Demonstrated
Usability
Tristan C. AUGMENTED 9
Endsley REALITY
DESIGN
HEURISTICS:
DESIGNING
FOR
DYNAMIC
INTERACTIONS
Https://Www.Uxmatters.Com/Mt/Archives/2012/04/More-Than-Usability-The-Four-Elements-Of-
User-Experience-Part-I.Php
[9]Levels Of UX - Https://Www.Interaction-Design.Org/Literature/Article/Key-Question-In-User-
Experience-Design-Usability-Vs-Desirability
Usability – Neilsen
Utility - UDL
This Research Is About Developing MAR4Juan That Served As A Good MAR Learning Tool For
CSS NC2 Program. To Produce Effective MAR Application For CSS NC2 Training, The Design
Needs To Be Based On Heuristics That Could Provide User Centered Interface Design And Effective
Learning Environment.
II. MAR4Juan
The Design Heuristics Is Useful As Guidance To Develop A Good Mobile AR System. The Mobile
AR Applications Context Presents Challenges Such As The Inadequate Of Applications Developing
The Standard Applications Have Limited Flexibility Withstanding The Use In Other Areas, The
Demand For Improvement In Accuracy Of Location, Shortage Of Available Screen Space To Display
Virtual Information, And The Necessity Of Testing The Acceptance Of These New Features [20].
MAR Is The Employment Of AR Concept In Mobile Devices, Which Means Increasing User
Perception About The Real World With Virtual Elements Overlaying On It And Synchronized To
That Real World, Visualized Through Mobile Devices [21]. Providing A Good User Experience
Implies Studies About GUI Design Is Important As Innovative Studies In This Area [22] [23]. Among
The Main Challenges Identified In The Development
Of MAR Applications, The Focus Can Be On:
• Appropriate Use Of Devices’ Sensors;
• Low Accuracy Of Tracking Technologies;
• A Range Of Hardware And Software Features And Limitations;
• User Interface Design Variability;
There Has Been No Structured Literature Review In That Field So Far And Therefore, This Paper
Aims To Give A Comprehensive Overview Of AR Based Assembly Studies.
Research On AR In Education Has Reported That One Of The Most Important Advantages Of AR In
Education Is That AR Applications Increase Student Motivation[6]. Therefore, If AR Applications
Increase Motivation, AR Applications Have Been Designed With Components Or Modules That
Create A Learning Experience That Positively Affect Student Motivation. However,
From A Systematic Literature Review That We Conducted We Identified That Current Research On
AR
In Education Falls Short In Clearly Reporting Which Are The Components Or Modules Of AR
Applications That May Increase Student Motivation. The Identification Of These Components Or
Modules Of AR Applications That Increase Student Motivation May Help To Identify The Predictors
Of Student Motivation In AR Learning Experiences. Moreover, We Identified That Current Research
Fall Short In Providing Guidelines To Inform The Design And Development Of AR Learning
Experiences That Increase Motivation Or What We Call Motivational AR Learning Experiences In
The
Context Of The Vocational Education And Training Level Of Education. Finally, We Identified That
Little Has Been Done In The Identification Of The Possibilities For Using AR In The VET Level Of
Education.
Figure 1 Figure 2
AR Application Area AR Display Used
To Ensure The Acceptance And Success Of Future AR Systems, It Is Vital To Identify Suitable AR
Design Guidelines Or Principles. AR Research Priorities Have Shifted Towards The Design Of
Effective And Easy-To-Use Applications (Bai And Blackwell 2012).
Sound Is Often A Useful Complement To Modalities Such As Video, Carrying Information Not
Otherwise Present Such As Information From Speech And Birdsong. Sound Can Also Be More
Convenient To Collect, E.G. On A Mobile Phone. Information Gathered From A Semantic Audio
Analysis Can Be Useful For Further Processing Such As Robot Navigation, User Alerts, Or Analyzing
And Predicting Patterns Of Events. Beyond Listening Devices, The Same Technologies Have
Applications In Cataloguing/Searching Audio Archives, Whose Digital Collections Have Grown
Enormously In Recent Decades. Audio Archives Often Contain A Rich Diversity Of Speech, Music,
Animal Sound, Urban Soundscapes, Ethnographic Recordings And More, Yet Their Accessibility
Currently Lags Behind That Of Text Archives (Stowell, 2015).
Researchers Have Attempted To Use Information Extracted From Various Sounds To Enrich
Various Applications, Such As Monitoring Systems For Elderly People Or Infants, Automatic
Surveillance Systems, Automatic Lifelogging Systems, And Advanced Multimedia Retrieval Systems.
The Techniques Used In These Applications Include Acoustic Scene Analysis That Analyzes Scenes
In Terms Of The Places, Situations, And User Activities They Depict And Acoustic Event Analysis
That Analyzes Various Sounds, Such As Footsteps, The Rumble Of Traffic, And Scream (Imoto,
2018).
This Paper Will Explore And Present The Feature Extraction Algorithm And Methods For
Environmental Sound Recognition. Details On The Development Of The Pilot Model Will Be Given.
The Most Relevant Result Of Its Evaluation Will Be Shown, And Suggested Implementation For The
Environmental Sound Recognition. Several Fundamental Limitations Will Be Pointed Out.
1. Related Work
In This Section, We Review The Technical Terms And Definitions Used In Acoustic Event
2.1.1. Linear SVM. The Paragraph Text Follows On From The Subsubsection Heading But Should
Not Be In Italic.
4. Naive Bayes
The Naive Bayes Classifier Technique Is Based On The So-Called Bayesian Theorem And Is
Particularly Suited When The Dimensionality Of The Inputs Is High. Despite Its Simplicity, Naive
Bayes Can Often Outperform More Sophisticated Classification Methods..
5. Experimental Set Up
The First Paragraph After A Heading Is Not Indented (Bodytext Style).
Other Paragraphs Are Indented (Bodytextindented Style).
6. Datasets
In This Experiment We Use Dataset Which Consists Of 2000 Labeled Environmentally Recordings
That Comprises 50 Equally Balanced Classes, Each Clip Is About 5 Seconds And Sampled At
44.1khz. The 50 Classes Can Be Divided Into 5 Major Groups: Animals, Natural Soundscapes And
Water Sounds, Human Non-Speech Sound, Interior/Domestic Sounds, And Exterior/Urban Noises
(Piczak, 2015). The Dataset Provides An Exposure To A Variety Of Sound Sources, Some Very
Common (Laughter, Cat Meowing, Dog Barking), Some Quite Distinct (Glass Breaking, Brushing
Teeth) And Then Some Where The Differences Are More Nuanced (Helicopter And Airplane Noise).
.
A Subsubsection. The Paragraph Text Follows On From The Subsubsection Heading But Should
Not Be In Italic.
7. Experimental Result
The First Paragraph After A Heading Is Not Indented (Bodytext Style).
Other Paragraphs Are Indented (Bodytextindented Style).
8. Datasets
In This Experiment We Use Dataset Which Comprises 50 Equally Balanced Classes, Each Clip Is
About 5 Seconds And Sampled At 44.1khz. The 50 Classes Can Be Divided Into 5 Major Groups:
Animals, Natural Soundscapes And Water Sounds, Human Non-Speech Sound, Interior/Domestic
Sounds, And Exterior/Urban Noises (Piczak, 2015). The Dataset Provides An Exposure To A Variety
Of Sound Sources, Some Very Common (Laughter, Cat Meowing, Dog Barking), Some Quite Distinct
(Glass Breaking, Brushing Teeth) And Then Some Where The Differences Are More Nuanced
(Helicopter And Airplane Noise).
10. Datasets
The First Paragraph After A Heading Is Not Indented (Bodytext Style).
Other Paragraphs Are Indented (Bodytextindented Style).
10.1.1. A Subsubsection. The Paragraph Text Follows On From The Subsubsection Heading But
Should Not Be In Italic.
.
A Subsubsection. The Paragraph Text Follows On From The Subsubsection Heading But Should
Not Be In Italic.
References
[1] Kourouthanassis, P E. Et Al. (2013). Demystifying The Design Of Mobile Augmented Reality
Applications.
[2] Tsai, T. Et Al. (2016). Design Of A Mobile Augmented Reality Application: An Example Of
Demonstrated Usability.
[3] Liang, S. Et Al. (2015). Design Principles Of Augmented Reality Focusing On The Ageing
Population
[4] Shukri, S. Et Al. (2017). The Design Guidelines Of Mobile Augmented Reality For Tourism In
Malaysia
[5] Dey, A. Et Al. (2018). A Systematic Review Of 10 Years Of Augmented Reality Usability Studies:
2005 To 2014
[6] Acosta, J. (2017). Framework For The Design And Development Of AR Learning In Vocational
Education And Training.
[7] Werrlich, S. Et Al (2017). An Overview Of Evaluations Using Augmented Reality For Assembly
Training Tasks.
[8] Endsley, T. Et Al. (2017). Augmented Reality Design Heuristics: Designing For Dynamic
Interactions
Desirability
- Https://Elearningindustry.Com/Engaging-Augmented-Reality-Activities-Include-
Elearning
- Https://Www.Augrealitypedia.Com/Augmented-Reality-In-Education-Increase-Student-
Engagement-Classroom/
Adoptability
- adoptability, a user experience element, should be considered as an integrated component of
the product design.
- To improve adoptability, the product team must consider the natural context in which the user
gets exposed to the product when designing the installation flow
o Current user share accomplished task to social media, friend will see the task
accomplishment and see the link were they can download the apps, on the apps
website user can download and install the app
- Add social media, email and sms share option before application is about to be closed or
at the end of a successful or accomplished task
Need
No current literature on MAR using HMD on skills training that provides complete UX
principles