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2 Related Work

2.1 Smart Educational Environment

Active learning methods focus on the responsibility of learning on learners [1]. To create an environment for leaners to study efficiently with active learning methods, educators should prepare and design various activities to attract learners. The educators also keep track of the progress for each member in team-work, and simulate the enthusiasm and collaboration of all learners in projects.

Learning activities are not necessarily to be in traditional physical classrooms but virtual environment as well [3]. An educator is required to use various techniques to attract learners interest and attention to deliver knowledge impressively to them. Augmented Reality (AR) is an emerging technology that enables learners to explore the world of knowledge through the manipulation of virtual objects in real world.

AR has been applied in education to attract learners to study new concepts easily. With handheld displays, users can see virtual objects appearing on the pages of MagicBook [4] from their own viewpoint. After the work was published, several implementations of AR books were created for education, storytelling, simulation, game, and artwork purposes such as AR Vulcano Kiosk and S.O.L.A.R system [5].

AR has also shown great potential in developing and creating an interactive and a more interesting learning environment for the learners. Therefore, useful methods such as interactive study, collaboration study are proposed to enhance this. The classroom environment can be implemented in many ways: collaborative augmented multi user interaction [2] and mixed reality learning spaces [3].

However, these systems still have some limitations. First of all, they do not explicitly describe mechanism and processes for educators and learners to interact and collaborate efficiently in virtual environment with AR. Second, the educators may not have the feedbacks from learners to redesign or organize augmented data and content that are linked to sections in a printed material to improve the quality of education activities. Third, although AR system permits different users to get augmented information corresponding to different external contexts, all users receive the same content when looking at the same page of the book. And the last limitation is that these systems usually give unnatural feeling due to using artificial markers.

The mentioned problems motivate us to propose our smart education environment with AR and personalized interaction to enhance the attractiveness and immersive experience for educators and learners in virtual environment to improve efficiency in teaching and learning. In our proposed system, educators can receive explicit and implicit feedbacks from learners on the content and activities that are designed and linked to a specific lecture in a printed material.

 
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