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    Improving international students’ acculturation and Chinese vocabulary through problem-based learning with augmented reality
    (2026-02-01)
    Jiang, Yirong
    ;
    Prabowo, Thoriq Tri
    ;
    Ratana-Olarn, Thanin
    The integration of problem-based learning (PBL) and augmented reality (AR) has emerged as a promising approach to improve language learning and acculturation. This study aimed to develop and evaluate a problem-based learning and augmented reality (PBLAR) instructional model to enhance international students’ acculturation and Chinese vocabulary. The study used a quasi-experimental design with 70 first-year international students randomly assigned to an experimental group (EG) (PBLAR, n=35) or a control group (CG) (traditional teaching method, n=35). The intervention lasted two weeks, and both groups completed a pre-test to ensure baseline comparability. The EG achieved significantly higher post-test scores in Chinese vocabulary (F=296.65, p<0.001) and acculturation (F=840.62, p<0.001). In this context, PBLAR demonstrated stronger short-term outcomes in Chinese vocabulary and acculturation; it should be viewed as a complementary pedagogy that highlights the value of integrating PBL and AR. Findings highlight PBLAR’s potential for immersive, problem-driven language instruction that bridges technology and pedagogy in multicultural contexts.
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    Effect of augmented reality technology on learning behavior and attitudes of preschool students in science activities
    (2024-03-01)
    Zhufeng, Ye
    ;
    Sitthiworachart, Jirarat
    Teaching the complex subject matter of “Exploring Space” necessitates concrete and engaging teaching methods, as it requires students to employ abstract thinking and imagination. An expert team designed and developed Augmented Reality (AR)-based activity schemes for children aged 3–6. A total of 166 preschool students from Ningbo, China, were conveniently sampled to participate in six science activity units. 82 students received AR-based instruction, while 84 were taught using conventional methods. This research employed the “Preschool Learning Behaviors Scale (PLBS)”, “Attitude on Science in School Assessment (ATSSA)”, as well as “Attitude on AR Activities Scale (ARAAS)” to compare the impact of virtual manipulatives based on AR, as well as physical manipulatives on preschool students’ academic accomplishments and attitudes. Outcomes demonstrated that the AR-based science learning system promoted more active learning behaviors and improved learning attitudes. ANOVA analysis verified that AR receptivity remarkably influenced learning attitudes and behaviors, with learning attitudes also remarkably impacting learning behaviors. Furthermore, students exhibited high acceptance of AR technology in science activities.
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    User experience of augmented reality to encourage user satisfaction and willingness in e-commerce: A conceptual framework
    (2020-01-01)
    Junsawang, Sunisa
    ;
    Chaveesuk, Singha
    The applications of limited augmented reality technology in e-commerce might enhance and create new user's experience. It is apparent that existing e-commerce technology lacks the capability to provide personalized user experience or adequate product information to buyers. Thus, augmented reality technology may enhance the efficiency of e-commerce in respect of purchasing decision, by means of generating virtual information of products. At present, there have been very few studies conducted on the application of augmented reality in e-commerce to improve user experience and, hence, encourage user satisfaction and willingness. In that regard, this paper focuses on constructing a conceptual framework of user experience, satisfaction and willingness by employing augmented reality based on the technology acceptance model. Ultimately, this conceptual framework will provide profound insights into factors that influence user satisfaction and willingness to buy.
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    LexiPal: Kinect-based application for dyslexia using multisensory approach and natural user interface
    (2018-01-01)
    Saputra, Muhamad Risqi Utama
    ;
    Alfarozi, Syukron Abu Ishaq
    ;
    Nugroho, Kuntoro Adi
    Considered as an effective learning strategy for dyslexia, multisensory approach demands visual, auditory, and kinesthetic activity. While development of software application implementing multisensory approach has shown promising result, previous applications did not accurately resemble multisensory strategy because there are no kinesthetic implementations. This research proposes a Kinect-based application, termed LexiPal, which incorporates kinesthetic activity in multisensory implementation by using Natural User Interface (NUI). NUI provides more intuitive ways of interacting with the application by using body movement and gesture. LexiPal implements NUI by fusing several technologies including Augmented/Mixed Reality (AR/MR), non-contact human-computer interaction, skeletal tracking, hand tracking, and gesture recognition. For evaluation purpose, LexiPal was tested on 40 dyslexic children and they considered LexiPal user interaction as easy to use and enjoyable, which attract them to play the learning content again in the near future.
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    Near light source location estimation using illumination of a diffused planar background
    (2014-11-10)
    Chotikakamthorn, Nopporn
    The problem of light source location estimation is considered. It is shown that the location of a near light source can be estimated from an optical-depth image pair using information available from an illuminated Lambertian planar background. The method estimates the projected source location on the planar background from the surface illumination gradient. The distance of the light source from the planar background, which is equivalent to its elevation angle, is estimated by fitting the radiance of the background surface as observed by an optical image, with those synthesized at different light distances. The fitting equation is formulated such that the possible existence of environment light can be taken into account. Experimental results with real images are provided.
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    Weighted hough transform for directional light sources estimation from multi-view images
    (2012-12-01)
    Bunteong, Anusorn
    ;
    Chotikakamthorn, Nopporn
    An improved method for light sources estimation from shading is proposed in this paper. This method indicates the advantage of multi-view images rather than single view image. Even though there are several methods that can be used to estimate light sources from single view image, data from single view may be not accurate for all light source estimations. The shading on a Lambertian surface sphere is used to detection critical paths and the directions of directional light sources can be estimated from these paths. Hough Transform is used to find critical paths from critical points in images. Rather than using the standard Hough Transform, we improve vote count processes by determining a weight value for each critical point in Hough space. Weight values are calculated from angles between surface normal at each critical point and view vector from cameras. The experimental results demonstrate that the proposed method with information obtained from multi-view images yields better performance than the method with a single-view image.