Thư viện tri thức trực tuyến
Kho tài liệu với 50,000+ tài liệu học thuật
© 2023 Siêu thị PDF - Kho tài liệu học thuật hàng đầu Việt Nam

A study of energy monitoring and road-adaptive vibration reduction system for electric bicycles
Nội dung xem thử
Mô tả chi tiết
Instilling Computational Thinking through making Augmented Reality application
by
The Vinh Nguyen
A Dissertation
In
Computer Science
Submitted to the Graduate Faculty
of Texas Tech University in
Partial Fulfillment of
the Requirements for
the Degree of
DOCTOR OF PHILOSOPHY
Approved
Dr. Tommy Dang
Chair of Committee
Dr. Kwanghee Jung
Co-chair of Committee
Dr. Yuanlin Zhang
Dr. Susan A. Mengel
Dr. Akbar Siami-Namin
Dr. Yo Woon Chong
Graduate Dean’s representative
Mark Sheridan
Dean of the Graduate School
October, 2020
Copyright 2020, The Vinh Nguyen
Texas Tech University, The Vinh Nguyen, October 2020
ii
ACKNOWLEDGMENTS
The purpose of this page is to recognize scholarly and professional aid and
advice; however, the inclusion of references to persons who provided clerical help,
help with field studies, financial assistance, and permission to use copyrighted
materials is also acceptable.
Acknowledgments should be brief, in a professional style, and should not
exceed two pages.
Texas Tech University, The Vinh Nguyen, October 2020
iii
TABLE OF CONTENTS
ACKNOWLEDGMENTS ...................................................................................II
ABSTRACT.........................................................................................................VI
LIST OF TABLES ............................................................................................ VII
LIST OF FIGURES .........................................................................................VIII
1. INTRODUCTION............................................................................................ 1
1.1 Motivation and Issues ................................................................................. 1
1.2 Research Contributions............................................................................... 5
2. BACKGROUND............................................................................................... 8
2.1 Framework for presenting complex models................................................ 8
2.2 Potential capability of generating web-based AR/VR applications in the
classroom setting............................................................................................. 10
2.3 Alternative ways of producing Web-based AR/VR applications through a 3-
part use case study........................................................................................... 12
2.4 Instilling Computational Thinking through using a Visual Programming
Interface........................................................................................................... 13
3. FRAMEWORK FOR PRESENTING COMPLEX MODELS.................. 15
3.1 Contributions............................................................................................. 15
3.2 Introduction............................................................................................... 17
3.3 Related work ............................................................................................. 19
3.4 Design ....................................................................................................... 21
3.4.1 Material contents.............................................................................. 22
3.4.2 Vuforia package for Unity3D........................................................... 24
3.4.3 Google Cardboard Package.............................................................. 25
3.4.4 Unity3D............................................................................................ 26
3.4.5 Application....................................................................................... 26
3.5 Evaluation ................................................................................................. 28
3.6 Challenge and Discussion ......................................................................... 29
3.7 Conclusion ................................................................................................ 30
Texas Tech University, The Vinh Nguyen, October 2020
iv
4. POTENTIAL CAPABILITY OF GENERATING WEB-BASED AR/VR
APPLICATIONS IN THE CLASSROOM SETTING FROM LEARNERS’
PERSPECTIVES ................................................................................................ 31
4.1 Contributions............................................................................................. 32
4.2 Introduction............................................................................................... 33
4.3 Related work ............................................................................................. 36
4.4 Methodology ............................................................................................. 37
4.4.1 Goal and objectives.......................................................................... 38
4.4.2 Study design..................................................................................... 38
4.4.3 Project assessment............................................................................ 40
4.4.4 Survey .............................................................................................. 41
4.4.5 Case Study........................................................................................ 42
4.5 Results....................................................................................................... 48
4.6 Lessons learned and challenges ................................................................ 54
4.7 Recommendations..................................................................................... 56
4.8 Conclusion ................................................................................................ 57
5. ALTERNATIVE WAYS OF PRODUCING WEB-BASED AR/VR
APPLICATIONS THROUGH A 3-PART USE CASE STUDY .................... 58
5.1 Contributions............................................................................................. 59
5.2 Introduction............................................................................................... 61
5.3 Related work ............................................................................................. 65
5.4 Methodology ............................................................................................. 66
5.4.1 Goal and objectives.......................................................................... 66
5.4.2 Study design..................................................................................... 67
5.4.3 Participants....................................................................................... 70
5.5 Use Case Study ......................................................................................... 71
5.5.1 Use Case 1: Developing a WebVR application ............................... 71
5.5.2 Use Case 2: Developing a VR/AR application on a given topic ..... 75
5.5.3 Use Case 3: Developing a VR/AR application on any topic ........... 78
5.6 Results and Discussion.............................................................................. 79
5.6.1 Research question 1: What VR/AR development framework/library bestallowed users (novice to expert) to stimulate their interest in creating and
sharing VR/AR content in both perceived utility and ease of use?........... 79
5.6.2 Research question 2: Did the library/framework that students favored
afford them the ability to solve more complex problems?........................ 83
Texas Tech University, The Vinh Nguyen, October 2020
v
5.6.3 Research question 3: When given the choice, which library/framework
did students employ to develop a VR/AR application (based upon their
interests)? .................................................................................................. 84
5.6.4 Research question 4: Based upon reported learners' perspectives, what
were the pros and cons of WebVR compared to other app-based VR/AR tools?
................................................................................................................... 84
5.6.5 Lessons learned and discussion........................................................ 88
5.7 Conclusion and Future work ..................................................................... 91
6. INSTILLING COMPUTATIONAL THINKING THROUGH MAKING
AUGMENTED REALITY APPLICATION .................................................... 93
6.1 Contributions............................................................................................. 94
6.2 Introduction............................................................................................... 95
6.3 Related work ............................................................................................. 99
6.4 Methods................................................................................................... 101
6.4.1 System Design................................................................................ 101
6.4.2. Use Case........................................................................................ 114
6.4.3. Evaluation ..................................................................................... 116
6.5 Results..................................................................................................... 121
6.5.1 Qualitative Analysis....................................................................... 121
6.5.2 Quantitative Analysis..................................................................... 122
6.6 Discussion ............................................................................................... 125
6.7 Conclusion .............................................................................................. 127
7. CONCLUSION............................................................................................. 128
REFERENCES.................................................................................................. 130
Texas Tech University, The Vinh Nguyen, October 2020
vi
ABSTRACT
It is widely recognized that instilling and inculcating computational thinking
skills (CTS) such as problem formulation, effective representation of big data, and
identifying, analyzing and implementing possible solutions are essential for succeeding
in STEM disciplines. There is also a recognition that technology and human behavior
are tightly interrelated and leveraging computational thinking to understand complex
human-computer interactions is vital to foster systemic sustainable developments.
Augmented Reality is a technology that expands the physical world with additional
digital information. The central value of AR is that the components of the digital world
blend into a person's perception of the real world. It is not just simply showing the data
but through the integration of immersive sensations, which are perceived as natural parts
of an environment.
Traditional approaches involving making an AR application are heavily
dependent on a programming language in which the syntax of programming is not easy
to master for non-computer science users. Recent research has produced some insights
that describe how to lessen the issue of mastering a certain programming language for
young learners and enthusiasts. Block-based programming is a type of programming
language where instructions are mainly represented as blocks (or visual cues) and users
drag and drop the cues to form a set of instructions. This programming paradigm enables
developers to focus on logical programming rather than memorizing the syntax of
coding. However, in the existing studies, the interactions between 3D objects are
limited.
The purpose of this dissertation is to help students enhance computational
thinking skills for a successful future career through making an Augmented Reality
application. To tackle the aforementioned issues, we provide students with an
interactive web-based tool that allows them for experimenting, testing, abstracting,
modularizing, reusing, and remixing the application ideas.
Texas Tech University, The Vinh Nguyen, October 2020
vii
LIST OF TABLES
4.1 Pearson correlation test scores produced by SPSS software..................... 54
5.1 Participant distribution by gender vs graduate level................................. 71
5.2 Research questions for the survey............................................................. 73
5.3 Survey questions for peer evaluation in Project Case 2............................ 75
5.4 Pearson Correlation test scores produced by SPSS .................................. 82
5.5 A summary of the VR/AR application types and hardware...................... 83
6.1 Construct and items................................................................................. 119
6.2 General information about the participants............................................. 120
6.3 Means and standard deviations of TAM measures (N = 66). ................. 122
6.4 Internal Consistency and Convergence Validity..................................... 123
6.5 Estimates of loadings. ............................................................................. 124
6.6 Estimates of path coefficients ................................................................. 125
Texas Tech University, The Vinh Nguyen, October 2020
viii
LIST OF FIGURES
Figure 3.1 A comprehensive framework to build VR/AR application. ................ 21
Figure 3.2 Example of some free3D models that will be used in the
application..................................................................................... 22
Figure 3.3 Heightmap generator from terrain.party.............................................. 23
Figure 3.4 Terrain generated from heightmap in Unity ........................................ 24
Figure 3.5 Birch tree 3D model............................................................................. 25
Figure 3.6 Example of using tree in the inventory to plant and build the
city................................................................................................. 25
Figure 3.7 Main menu of the VR/AR game that allows to switch
between VR/AR mode .................................................................. 27
Figure 4.1 A collage of WebVR applications created by sampled
students.......................................................................................... 44
Figure 4.2 Sampled Students' WebVR project examples: (a) A moon
dream house (b) A 2-level dream house (c) A New York
skyline dream condo ..................................................................... 47
Figure 4.3 Students' grade distribution of the WebVR dream house
project: Level 1 is equivalent to a C while Level 3 is
equivalent to a A. .......................................................................... 48
Figure 4.4 Responses from students (regarding questions 1-3)............................ 49
Figure 4.5 Responses from students (regarding questions 4-6)............................ 50
Figure 4.6 Responses from students (regarding questions 7-8)............................ 52
Figure 4.7 Responses from students (regarding questions 9-10).......................... 53
Figure 5.1 The study design: 16-week activities................................................... 68
Figure 5.2 A collage of WebVR applications created by sampled
students.......................................................................................... 74
Figure 5.3 Three good WebVR project examples: (a) A moon dream
house (b) A relaxing dream house (c) A bar dream house............ 74
Figure 5.4 Students' grade distribution of the WebVR dream house
project: Level 1 is equivalent to a C while Level 3 is
equivalent to a A. .......................................................................... 75
Figure 5.5 A collage of VR/AR applications created by students. ....................... 77
Figure 5.6 A collage of VR/AR applications created by students in
Project 3. ....................................................................................... 78
Texas Tech University, The Vinh Nguyen, October 2020
ix
Figure 5.7 Survey results from students in Project 1 from question 1 to
10................................................................................................... 80
Figure 6.1 The visual interface of Blockly for generating JavaScript
from blocks ................................................................................. 100
Figure 6.2 The coding editor of BlocklyAR: it enables users to drag and
drop a palette of commands into the working space ................... 103
Figure 6.3 Different shapes of blocks allow users to stack or wire up
components together ................................................................... 105
Figure 6.4 The visual AR component enables enthusiasts to experience
their coding schemes in the mixed 3D space .............................. 113
Figure 6.5 Tutorial section where learners are guided on how to use
blocks and the connections among them..................................... 114
Figure 6.6 Use case of using BlocklyAR to recreate the Palmito Battle
Ranch........................................................................................... 116
Figure 6.7 The conceptual research model with extensions of TaskTechnology Fit and Visual Design variables. Each set of
ellipses represents a construct and an arrow denotes a
hypothesis.................................................................................... 118
Texas Tech University, The Vinh Nguyen, October 2020
1
CHAPTER 1
1. INTRODUCTION
1.1 Motivation and Issues
It is widely recognized that instilling and inculcating computational thinking skills
(CTS) such as problem formulation, effective representation of big data, and
identifying, analyzing and implementing possible solutions (Sykora, 2014; Wing, 2006)
are essential for succeeding in STEM disciplines (Assaraf & Orion, 2010; Kokkelenberg
& Sinha, 2010). Evaluation and understanding of highly complex systems with
extensive inter-connection and feedback has become an integral focus of many STEM
fields as the world we live in is increasingly becoming dynamic, self-organizing and
continually adaptive (Assaraf & Orion, 2010; Bower et al., 2017). A strong grounding
in CTS is an essential requirement to study these complex adaptive systems. There is
also a recognition that technology and human behavior are tightly interrelated and
leveraging computational thinking to understand complex human-computer interactions
is vital to foster systemic sustainable developments.
Computer programming is not only writing a code but the process of analyzing
a situation, identifying its key components, modeling the data and processes, and
creating or refining a program through an agile design-thinking approach to accomplish
a specific computing result. These strategies could be considered under the umbrella of
the CT concept (Wing, 2006), thus having and understanding creative programming
skills would improve computational thinking. Basic concepts in computer programming
include sequence (identifying an ordered series of steps), loop (running the same set of
sequences multiple times), parallelism (running multiple sequences at the same time),
events (one thing causing another thing to happen), conditional (making decisions based
on criteria), operator (mathematical and logical expressions), data (storing, retrieving,
and updating values).
Texas Tech University, The Vinh Nguyen, October 2020
2
Human Computer Interaction (HCI) focuses on the interaction between human
and computer and it has been applied in my fields such as user customization, embedded
computation, augmented reality, social computing and knowledge and knowledge
driven (Biseria & Rao, 2016). Augmented Reality (AR) is a technology that expands
the physical world with additional digital information such as sound, image, model, etc
(R. T. Azuma, 1997). The central value of AR is that the components of the digital world
blend into a person's perception of the real world. It is not just simply showing the data
but through the integration of immersive sensations, which are perceived as natural parts
of an environment. In recent years, the growth of AR applications can be attributed to
solutions that focus on contextualizing information (e.g., annotating different parts of a
physical object (Bruno et al., 2019), displaying artifacts at a given place (K. Jung et al.,
2020), aligning virtual objects with the real world (Norouzi et al., 2019)--that is,
automatically position an object on the detected table or floor). In the educational
setting, AR technology can be incorporated in the classroom to enhance
teaching/learning efficiency and the motivations of both educators and learners (R.
Azuma et al., 2001; V. T. Nguyen, Hite, & Dang, 2018).
Traditional approaches involving making an AR application are heavily
dependent on a programming language in which the syntax of programming is not easy
to master for non-computer science users. For example, developers rely on available
tools/frameworks such as ARCore, ARKit, Vuforia, Unity (Linowes & Babilinski,
2017), and ARToolkit (Kato, 2002) to create and manipulate AR applications. ARCore
is a framework from Google for building augmented reality applications for both
Android and iOS devices. Apple also provides ARKit for making AR apps and games
for their iOS devices. Both of these frameworks use a handheld device's sensors for
motion tracking, light estimation, and environmental understanding. Unlike ARCore
and ARKit, ARToolkit and Vuforia are computer tracking libraries that overlay virtual
objects on the real world based on markers. The above frameworks and libraries can be
integrated in Unity for porting an AR application on different operating system devices
(e.g., Android, iOS). To use these frameworks, it is necessary to have an integrated
Texas Tech University, The Vinh Nguyen, October 2020
3
development environment (e.g., XCode for iOS and Android Studio for Android, or
Unity for both iOS and Android), a compatible device (e.g., ARCore requires that the
device must be running Android at least 7.0, or ARKit requires device to be run on iOS
11 with an A9, A10, or A11 processor), and knowledge of a specific programming
language (e.g., Objective-C, C#, C/C++, Java). These requirements are obstacles for
beginners who want to create an AR experience on their own. In their study, Nguyen et
al. (Vinh T Nguyen, Jung, & Dang, 2019) showed that API version incompatibility in
the integrated development environment (IDE) is a major obstacle students face while
working with the application in terms of both coding and deploying. The study also
indicated that students faced difficulty in analyzing “800+ line scripts”.
To alleviate difficulty of having an IDE and a compatible device, web-based AR
(e.g., WebVR, WebXR) is an alternative approach for users to experience virtual objects
in the real world only by using a web browser on their handheld device. A web browser
engine supports Hypertext Markup Language (HTML), Cascading Style Sheets (CSS),
and scripting languages such as JavaScript that can be programmed with a simple text
editor, thus releasing users from the need for an IDE. Furthermore, web-based AR
toolkits such as ARToolkit for web (Kato, 2002) are compatible with a wider range of
devices (e.g., running on OS 4.0.3 or higher for Android and 7.0 or higher for iOS). The
use of ARToolkit has been widely adapted in other libraries such as ThreeJS (Danchilla,
2012), and A-Frame.io (Mozilla, 2019). Currently, although web-based AR has some
limitations due to its low framerate and not leveraging the full capacity of in-app AR,
the continual development of other technologies will help web-based AR keep growing
in the future. For example, the presence of an open binary instruction format
WebAssembly (WebAssembly, 2020) would allow the browser engine to run native
code in a browser and this provides the capability to access the in-app AR features
through a web-based VR.
Recent research has produced some insights that describe how to lessen the issue
of mastering a certain programming language for young learners and enthusiasts. Blockbased programming (Weintrop, 2019) is a type of programming language where
Texas Tech University, The Vinh Nguyen, October 2020
4
instructions are mainly represented as blocks (or visual cues) and users drag and drop
the cues to form a set of instructions. This programming paradigm enables developers
to focus on logical programming rather than memorizing the syntax of coding. Scratch
(Resnick et al., 2009) is an example of using this visual paradigm in K-12 education.
By using Scratch, K-12 students are able to program a 2D game and experience it
immediately on a web-browser. Radu and Blair (Radu & MacIntyre, 2009) extended
Scratch to make it possible to use to create AR. However, their work stopped at
rendering 2D images on the screen only; 3D objects and spatial position manipulation
have not been implemented. CoSpaces (CoSpaces, 2020) is a commercial product
created for education; it enables students to create virtual reality (VR) applications
through context-based language. It also can be used to create a simple AR app by
superimposing 3D objects onto the physical environment. However, the interactions
between 3D objects are limited. In addition, Laine (Laine, 2018) pointed out that the
majority of AR apps were developed through Vuforia SDK with a few occurrences of
ARToolkit, which would not be suitable for non-programmers, but expert programmers.
Furthermore, Wu et al.(Wu, Lee, Chang, & Liang, 2013) indicated that in some AR
systems, the learning content and the teaching sequence are rather ''fixed'' such that
teachers are not able to make changes to accommodate students' learning needs. As
such, an authoring/storytelling tool is highly needed for teachers and students to create
AR applications (Klopfer & Squire, 2008). In addition, learning programming with
activities such as generating prime numbers or sorting a list/array is not of interest for
many young learners. And finally, there is a little guidance when things go wrong or
encourage deeper explorations when things went right in some context of programming.
These limitations create a barrier to fostering computational thinking in STEM
education
The purpose of this dissertation is to help students enhance computational
thinking skills for a successful future career through making an Augmented Reality
application. To tackle the aforementioned issues, we provide students with an
interactive web-based tool that allows them for experimenting, testing, abstracting,