Model for Augmented Reality Applications with Gestural Interface for Children (MARAGIC)

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Raúl Lozada-Yánez, Nora La-Serna-Palomino, Fernando Molina-Granja, Diego Veloz-Cherrez

Abstract

The technological development achieved by humanity has led to the generation of many learning methods that have changed how human being learns. Today, it is common for "traditional" teaching and learning processes to be strengthened through the use of technological environments and tools. The adoption of ICT and ubiquitous computing has created new methods and methodologies for both formal and informal education. In this context, both Augmented Reality (AR) technology and the new interaction modalities provided by sensor-based devices that detect and interpret the movements of the human body, make it possible to build innovative learning spaces that combine real and virtual elements, are interactive in real-time and are recorded in three dimensions (Azuma, 1997). This type of resource added to the[1] Interaction of Natural User (provided by MS Azure-Kinect) makes it possible to take advantage of the experiences and previous knowledge that human beings acquire when managing ourselves day by day in our environment. Different cognitive and learning processes can potentially be supported by this type of technology at different levels and modalities of training. The present work presents a model that guides the development of learning objects based on  Augmented Reality and  Natural User Interfaces,   to improve and facilitate learning processes. The proposed model has been validated through its use in the design or implementation of two applications KARMLS [2] SAM-RAK [3] tested with children of 3rd year and EGB belonging to 4 Educational Units of the city of Riobamba Ecuador, demonstrating that its use facilitated learning of the participating children who used the resources developed based on MARAGIC.

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