ABSTRACT
Construct3D is a three-dimensional geometric construction tool specifically designed for mathematics and geometry education. It is based on the mobile collaborative augmented reality system "Studierstube." We describe our efforts in developing a system for the improvement of spatial abilities and maximization of transfer of learning. In order to support various teacher-student interaction scenarios we implemented flexible methods for context and user dependent rendering of parts of the construction. Together with hybrid hardware setups they allow the use of Construct3D in today's classrooms and provide a test bed for future evaluations. Means of application and integration in mathematics and geometry education at the high school, as well as the university, level are being discussed. Anecdotal evidence supports our claim that Construct3D is easy to learn, encourages experimentation with geometric constructions, and improves spatial skills.
- Azuma, R. 1997. A Survey of Augmented Reality. PRESENCE: Teleoperators and Virtual Environments, Vol. 6, No. 4, pp. 355--385.Google ScholarDigital Library
- Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., and MacIntyre, B. 2001. Recent Advances in Augmented Reality. IEEE Computer Graphics & Applications, Vol. 21, No. 6, pp. 34--47. Google ScholarDigital Library
- Bell, J. T., and Fogler, H. S. 1995. The Investigation and Application of Virtual Reality as an Educational Tool. In Proceedings of the American Society for Engineering Education 1995 Annual Conference, Session number 2513, Anaheim, CA.Google Scholar
- Bowman, D. A. 1996. Conceptual Design Space -- Beyond Walk-through to Immersive Design. In Bertol, D., Designing Digital Space, John Wiley & Sons, New York.Google Scholar
- Bricken, M., and Byrne, C. 1993. Summer Students in Virtual Reality: A Pilot Study on Educational Applications of VR Technology. In A. Wexelblat (Ed.) Virtual Reality, Applications and Explorations. Cambridge, MA: Academic Press Professional.Google Scholar
- Byrne, C. M. 1996. Water on Tap: The Use of Virtual Reality as an Educational Tool. Unpublished Ph.D. thesis, University of Washington, College of Engineering. Google ScholarDigital Library
- Chapin, W. L., Lacey, T. A. and Leifer, L. 1994. DesignSpace: A Manual Interaction Environment of Computer Aided Design. In Proceedings of the ACM's SIGCHI 1994 Conference: CHI'94 Human Factors In Computing Systems. Google ScholarDigital Library
- Durlach, N. I., Allen, G., Darken, R., Garnett, R. L., Loomis, J., Templeman, J., and Von Wiegand, T. E. 2000. Virtual Environments and the Enhancement of Spatial Behavior: Towards a Comprehensive Research Agenda. In PRESENCE -Teleoperators and Virtual Environments, Vol. 9, No. 6, pp. 593--615. Google ScholarDigital Library
- Gittler, G. and Gluck, J. 1998. Differential Transfer of Learning: Effects of Instruction in Descriptive Geometry on Spatial Test Performance. Journal of Geometry and Graphics, Volume 2, No. 1, 71--84, 1998.Google Scholar
- Jackiw, N. 1995. The Geometer's Sketchpad Version 3. Key Curriculum Press, Berkeley.Google Scholar
- Kaufmann, H., Schmalstieg, D. and Wagner, M. 2000. Construct3D: A Virtual Reality Application for Mathematics and Geometry Education. Education and Information Technologies 5:4, pp. 263--276. Google ScholarDigital Library
- Kiyokawa, K., Takemura, H., and Yokoya, N. 2000. SeamlessDesign for 3D Object Creation, IEEE MultiMedia magazine, 7 (1), pp. 22--33. Google ScholarDigital Library
- Laborde, J. M. and Bellemain, F. 1998. Cabri-Geometry II. Texas Instruments. Copyright Texas Instruments and Universite Joseph Fourier, CNRS. URL: http://www-cabri.imag.fr/index-e.htmlGoogle Scholar
- Larson, P., Rizzo, A. A., Buckwalter, J. G., Van Rooyen, A., Kratz, K., Neumann, U., Kesselman, C., Thiebaux, M. and Van Der Zaag, C. 1999. Gender Issues in the Use of Virtual Environments. In CyberPsychology and Behavior, 2(2).Google Scholar
- Maier, P. H. 1994. Raumliches Vorstellungsvermogen. Peter Lang GmbH, Europaische Hochschulschriften: Reihe 6, Bd. 493, Frankfurt am Main.Google Scholar
- Mantovani, F. 2001. VR Learning: Potential and Challenges for the Use of 3D Environments in Education and Training. In Towards CyberPsychology: Mind, Cognitions and Society in the Internet Age, Giuseppe Riva & Carlo Galimberti (Eds.), Amsterdam, IOS Press.Google Scholar
- Mechling, R. 2000. Euklid Dynageo. http://www.dynageo.comGoogle Scholar
- Mine, M. 1996. Working in a Virtual World: Interaction Techniques Used in the Chapel Hill Immersive Modeling Program. UNC Chapel Hill Computer Science Technical Report TR96-029. Google ScholarDigital Library
- Mine, M. 1997. ISAAC: A Meta-CAD System for Virtual Environments. Computer-Aided Design, 29(8).Google Scholar
- OpenCascade 4.0. 2001. Open-Source Toolkit for 3D modeling. URL: http://www.opencascade.comGoogle Scholar
- Osberg, K. 1997. Spatial Cognition in the Virtual Environment, Technical R-97-18. Seattle: Human Interface Technology Lab.Google Scholar
- Reitmayr, G. and Schmalstieg, D. 2001. Mobile Collaborative Augmented Reality. In Proceedings of the 2nd ACM/IEEE International Symposium on Augmented Reality (ISAR'01), New York NY. Google ScholarDigital Library
- Richter-Gebert, J. and Kortenkamp, U. H. 1999. The Interactive Geometry Software Cinderella: Version 1.2 (Interactive Geometry on Computers). URL: http://www.cinderella.de/ Google ScholarDigital Library
- Rizzo, A. A., Buchwalter, J. G., Neumann, U., Kesselman, C., Thiebaux, M., Larson, P., and Van Rooyen, A. 1998. The Virtual Reality Mental Rotation Spatial Skills Project. In CyberPsychology and Behavior, 1(2), pp. 113--120.Google ScholarCross Ref
- Schmalstieg, D., Fuhrmann, A., Hesina, G., Szalavari, Z., Encarnocao, M., Gervautz, M. and Purgathofer, W. 2002. The Studierstube Augmented Reality Project. In PRESENCE-Teleoperators and Virtual Environments, MIT Press. Google ScholarDigital Library
- Szalavari, Z. and Gervautz, M. 1997. The Personal Interaction Panel -- A Two-Handed Interface for Augmented Reality, Computer Graphics Forum, 16, 3, pp. 335--346.Google ScholarCross Ref
- Taxen, G. and Naeve, A. 2001. CyberMath: Exploring Open Issues in VR-Based Learning. SIGGRAPH 2001 Educators Program. In SIGGRAPH 2001 Conference Abstracts and Applications, 49--51.Google Scholar
- Winn, W. 1997. The Impact of Three-Dimensional Immersive Virtual Environments on Modern Pedagogy. HITL Technical Report R-97-15. Discussion paper for NSF Workshop. Human Interface Technology Laboratory, University of Washington.Google Scholar
- Mathematics and geometry education with collaborative augmented reality
Recommendations
Construct3D: an augmented reality application for mathematics and geometry education
MULTIMEDIA '02: Proceedings of the tenth ACM international conference on MultimediaConstruct3D is a three dimensional geometry construction tool specifically designed for mathematics and geometry education. It is based on the mobile collaborative augmented reality system "Studierstube". We describe our efforts in developing a system ...
Designing Immersive Virtual Reality for Geometry Education
VR '06: Proceedings of the IEEE conference on Virtual RealityOur work introduces immersive collaborative learning to geometry education. More specifically, we present a system that uses collaborative augmented reality as a medium for teaching, and uses 3D dynamic geometry to facilitate mathematics and geometry ...
Virtual reality and augmented reality for education: panel
SA '16: SIGGRAPH ASIA 2016 Symposium on Education: TalksSince the last few decades, virtual reality (VR) and augmented-reality (AR) interfaces have shown the potential to enhance teaching and learning, by combining physical and virtual worlds and leveraging the advantages of both [Yannier et al. 2015]. ...
Comments