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With recent computer vision techniques and user-generated content, we can augment the physical world with metadata that describes attributes, such as names, geo-locations, and visual features of physical objects. To assess the benefits of…
Experiential learning (ExL) is the process of learning through experience or more specifically "learning through reflection on doing". In this paper, we propose a simulation of these experiences, in Augmented Reality (AR), addressing the…
Learning vocabulary in a primary or secondary language is enhanced when we encounter words in context. This context can be afforded by the place or activity we are engaged with. Existing learning environments include formal learning,…
Traditional sign language teaching methods face challenges such as limited feedback and diverse learning scenarios. Although 2D resources lack real-time feedback, classroom teaching is constrained by a scarcity of teacher. Methods based on…
Augmented reality (AR) requires the seamless integration of visual, auditory, and linguistic channels for optimized human-computer interaction. While auditory and visual inputs facilitate real-time and contextual user guidance, the…
In this paper, we propose Augmented Reality Semi-automatic labeling (ARS), a semi-automatic method which leverages on moving a 2D camera by means of a robot, proving precise camera tracking, and an augmented reality pen to define initial…
This position paper presents the AR Language Map, a speculative artifact designed to enhance understanding of linguistic justice among middle and high school students through augmented reality (AR) that allows students to map their…
Speech representation learning approaches for non-semantic tasks such as language recognition have either explored supervised embedding extraction methods using a classifier model or self-supervised representation learning approaches using…
Public speaking anxiety affects many individuals, yet opportunities for real-world practice remain limited. This study explores how augmented reality (AR) can provide an accessible training environment for public speaking. Drawing from…
Augmented reality is a research area that tries to embody an electronic information space within the real world, through computational devices. A crucial issue within this area, is the recognition of real world objects or situations. In…
The English proficiency of students in rural areas of China tends to be lower than that of their urban counterparts, owing to outdated teaching methods, a lack of advanced technology resources, and low motivation for English learning. This…
This paper introduces an augmented reality (AR) captioning framework designed to support Deaf and Hard of Hearing (DHH) learners in STEM classrooms by integrating non-verbal emotional cues into live transcriptions. Unlike conventional…
Labels are widely used in augmented reality (AR) to display digital information. Ensuring the readability of AR labels requires placing them occlusion-free while keeping visual linkings legible, especially when multiple labels exist in the…
Rubric-based reward shaping provides interpretable and editable reward signals for fine-tuning LLMs via reinforcement learning (RL), but existing adaptive rubric methods typically update criteria from local evidence such as the current…
Hospitals are among the most cognitively demanding indoor environments, especially for patients and visitors unfamiliar with their layout. This study investigates the effectiveness of an augmented reality (AR)-based handheld navigation…
Virtual Reality (VR) and Augmented Reality (AR) are emerging as transformative tools in education, offering new possibilities for engagement and immersion. This paper explores their potential in language learning within public education,…
Like humans, deep networks have been shown to learn better when samples are organized and introduced in a meaningful order or curriculum. Conventional curriculum learning schemes introduce samples in their order of difficulty. This forces…
Previous research has shown that inquiry-based learning through hands-on experiments, as well as learning with multiple, external representations (MERs) can promote the understanding of complex phenomena in physics. In this context,…
One key challenge in Augmented Reality is the placement of virtual content in natural locations. Most existing automated techniques can only work with a closed-vocabulary, fixed set of objects. In this paper, we introduce and evaluate…
Vocabulary acquisition in early education often relies on rote memorization and passive screen-based tools, which can fail to engage students kinesthetically and collaboratively. This paper introduces Vocabuild, an augmented tangible…