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dc.contributor.authorSimon-Liedtke, Joschua Thomas
dc.contributor.authorHalbach, Till
dc.date.accessioned2024-01-19T09:26:04Z
dc.date.available2024-01-19T09:26:04Z
dc.date.created2024-01-08T13:05:24Z
dc.date.issued2023
dc.identifier.isbn978-1-68558-087-2
dc.identifier.urihttps://hdl.handle.net/11250/3112726
dc.description.abstractAugmented Reality (AR), together with other technologies collectively referred to as eXtended Reality (XR), can offer opportunities in education for experiential learning and the visualization of abstract concepts. However, there is a lack of universal design and significant challenges for students with disabilities. This paper presents a case study of AR technology used in Norwegian schools to identify inhibitors and facilitators for the inclusive use of AR in education. We let students with and without visual and cognitive disabilities try out an AR app for books. The AR app would superimpose virtual 3D models and videos on the books similar to a pop-up book. Interviews with educators and a focus group session with developers identified opportunities, benefits, user expectations, best practices, challenges, common pitfalls, and recommendations and concrete measures to address said challenges and pitfalls. Our study emphasizes the lack of support for assistive technologies, the over-emphasis on visual stimuli that can be hindering for students with visual disabilities, the significant demand of AR on cognitive capabilities, which might be challenging for students with cognitive disabilities, and the lack of awareness of and access to guidelines and best practices among developers. We suggest enabling compatibility with assistive technologies, increased multi-modality that engages hearing and touch, and increased usage of visual explanations and elements like symbols and icons. In addition, we suggest collecting, organizing, and promoting existing and new guidelines for the universal design of both XR and AR. We argue that many of our findings for AR are relevant to other technologies gathered under the umbrella of XR, including Mixed Reality (MR) and Virtual Reality (VR).
dc.language.isoengen_US
dc.relation.ispartofInternational Conference on Technical Advances and Human Consequences SOCIETY TRENDS 2023
dc.rightsNavngivelse-Ikkekommersiell-DelPåSammeVilkår 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-sa/4.0/deed.no*
dc.titleUniversally Designed Augmented Reality (AR) for the School of the Futureen_US
dc.title.alternativeUniversally Designed Augmented Reality (AR) for the School of the Futureen_US
dc.typeChapteren_US
dc.description.versionacceptedVersion
dc.description.versionpublishedVersion
cristin.ispublishedtrue
cristin.fulltextpostprint
cristin.fulltextoriginal
cristin.qualitycode1
dc.identifier.cristin2222276
dc.source.pagenumber4-11en_US
dc.relation.projectBarne-, ungdoms og familiedirektoratet (Bufdir): Tilskudd til universell utforming (2023)


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Navngivelse-Ikkekommersiell-DelPåSammeVilkår 4.0 Internasjonal
Med mindre annet er angitt, så er denne innførselen lisensiert som Navngivelse-Ikkekommersiell-DelPåSammeVilkår 4.0 Internasjonal