Learning with hands‐on experiments can be supported by providing essential information virtually during lab work. Augmented reality (AR) appears especially suitable for presenting information during experimentation, as it can be used to integrate both physical and virtual lab work. Virtual information can be displayed in close spatial proximity to the correspondent components in the experimentation environment, thereby ensuring a basic design principle for multimedia instruction: the spatial contiguity principle. The latter is assumed to reduce learners' extraneous cognitive load and foster generative processing, which supports conceptual knowledge acquisition. For the present study, a tablet‐based AR application has been developed to support learning from hands‐on experiments in physics education. Real‐time measurement data were displayed directly above the components of electric circuits, which were constructed by the learners during lab work. In a two group pretest–posttest design, we compared university students' ( N = 50) perceived cognitive load and conceptual knowledge gain for both the AR‐supported and a matching non‐AR learning environment. Whereas participants in both conditions gave comparable ratings for cognitive load, learning gains in conceptual knowledge were only detectable for the AR‐supported lab work.
Currently an increasing number of head mounted displays (HMD) for virtual and augmented reality (VR/AR) are equipped with integrated eye trackers. Use cases of these integrated eye trackers include rendering optimization and gaze-based user interaction. In addition, visual attention in VR and AR is interesting for applied research based on eye tracking in cognitive or educational sciences for example. While some research toolkits for VR already exist, only a few target AR scenarios. In this work, we present an open-source eye tracking toolkit for reliable gaze data acquisition in AR based on Unity 3D and the Microsoft HoloLens 2, as well as an R package for seamless data analysis. Furthermore, we evaluate the spatial accuracy and precision of the integrated eye tracker for fixation targets with different distances and angles to the user (). On average, we found that gaze estimates are reported with an angular accuracy of degrees and a precision of degrees while the user is resting, which is on par with state-of-the-art mobile eye trackers.
Fundamental concepts of thermodynamics rely on abstract physical quantities such as energy, heat and entropy, which play an important role in the process of interpreting thermal phenomena and statistical mechanics. However, these quantities are not covered by human visual perception, and since heat sensation is purely qualitative and easy to deceive, an intuitive understanding often is lacking. Today immersive technologies like head-mounted displays of the newest generation, especially HoloLens, allow for high-quality augmented reality learning experiences, which can overcome this gap in human perception by presenting different representations of otherwise invisible quantities directly in the field of view of the user on the experimental apparatus, which simultaneously avoids a split-attention effect. In a mixed reality (MR) scenario as presented in this paper—which we call a holo.lab—human perception can be extended to the thermal regime by presenting false-color representations of the temperature of objects as a virtual augmentation directly on the real object itself in real-time. Direct feedback to experimental actions of the users in the form of different representations allows for immediate comparison to theoretical principles and predictions and therefore is supposed to intensify the theory–experiment interactions and to increase students’ conceptual understanding. We tested this technology for an experiment on thermal conduction of metals in the framework of undergraduate laboratories. A pilot study with treatment and control groups ( N = 59) showed a small positive effect of MR on students’ performance measured with a standardized concept test for thermodynamics, pointing to an improvement of the understanding of the underlying physical concepts. These findings indicate that complex experiments could benefit even more from augmentation. This motivates us to enrich further experiments with MR.
In the field of Virtual Reality (VR) and Augmented Reality (AR), technologies have made huge progress during the last years and also reached the field of education. The virtuality continuum, ranging from pure virtuality on one side to the real world on the other, has been successfully covered by the use of immersive technologies like head-mounted displays, which allow one to embed virtual objects into the real surroundings, leading to a Mixed Reality (MR) experience. In such an environment, digital and real objects do not only coexist, but moreover are also able to interact with each other in real time. These concepts can be used to merge human perception of reality with digitally visualized sensor data, thereby making the invisible visible. As a first example, in this paper we introduce alongside the basic idea of this column an MR experiment in thermodynamics for a laboratory course for freshman students in physics or other science and engineering subjects that uses physical data from mobile devices for analyzing and displaying physical phenomena to students.
During the last decade the development of modern digital media such as smartphones and tablet computers has enabled new experimental possibilities in STEM education. Besides these now nearly ubiquitous devices, the fields of virtual reality (VR) and augmented reality (AR) also made huge progress and reached education. In this paper we introduce an AR experiment alongside the basic idea of this column and following prior work. In the experiment high school students use smartglasses and real-time measurement data to study Kirchhoff’s circuit laws in electrical DC circuits.