Augmented Reality and Gamification in an Integrated Adaptive System (Record no. 8830)

MARC details
000 -LEADER
fixed length control field 07379nam a22002537a 4500
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 210112b2015 a|||f mb|| 00| 0 eng d
040 ## - CATALOGING SOURCE
Original cataloging agency EG-CaNU
Transcribing agency EG-CaNU
041 0# - Language Code
Language code of text eng
Language code of abstract eng
082 ## - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 610
100 0# - MAIN ENTRY--PERSONAL NAME
Personal name Dalia Marzouk Refaie
245 1# - TITLE STATEMENT
Title Augmented Reality and Gamification in an Integrated Adaptive System
Statement of responsibility, etc. Dalia Marzouk Refaie
260 ## - PUBLICATION, DISTRIBUTION, ETC.
Date of publication, distribution, etc. 2015
300 ## - PHYSICAL DESCRIPTION
Extent 113 p.
Other physical details ill.
Dimensions 21 cm.
500 ## - GENERAL NOTE
Materials specified Supervisor: Nashwa Abd El-Baki
502 ## - Dissertation Note
Dissertation type Thesis (M.A.)—Nile University, Egypt, 2015 .
504 ## - Bibliography
Bibliography "Includes bibliographical references"
505 0# - Contents
Formatted contents note Contents:<br/>1 Traditional Education System Challenges 1<br/>1.1 Traditional Teaching Methods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1<br/>1.1.1 Study with Memorization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2<br/>1.1.2 Passive Learning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2<br/>1.1.3 Low Educational Budget . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2<br/>1.1.4 Lack of Practical Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2<br/>1.1.5 Generalization of School Systems and Restrictions . . . . . . . . . . . . . . . 3<br/>1.1.6 The Big Number of Students . . . . . . . . . . . . . . . . . . . . . . . . . . . 3<br/>1.2 Proposed Solutions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3<br/>1.2.1 Serious Games (SG) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3<br/>1.2.2 Augmented Reality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4<br/>1.2.3 Adaptive Engine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4<br/>2 Education and Technologies Integration 7<br/>2.1 Serious Games in Education . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7<br/>2.2 Augmented Reality for Education . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10<br/>2.2.1 Augmented Reality System Components . . . . . . . . . . . . . . . . . . . . . 10<br/>2.2.2 AR for Education Purposes . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11<br/>2.3 Adaptive Learning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13<br/>2.3.1 Learning Process . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14<br/>2.3.2 Cognitive and Learning Styles . . . . . . . . . . . . . . . . . . . . . . . . . . . 16<br/>2.3.3 Adaptive System for Students with Learning Disabilities . . . . . . . . . . . . 19<br/>2.3.4 Learner Modeling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22<br/>xi<br/>3 Proposed Educational Games Adaptive Engine 29<br/>3.1 The Adaptive Engine Conceptual Design . . . . . . . . . . . . . . . . . . . . . . . . . 29<br/>3.1.1 The Pedagogical Unit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31<br/>3.1.2 Gaming Unit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33<br/>3.1.3 User Interface Unit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34<br/>3.2 Game Engine Work Flow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36<br/>3.3 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38<br/>4 Augmented Biology Lab 39<br/>4.1 Augmented Reality and Gaming Tool . . . . . . . . . . . . . . . . . . . . . . . . . . 40<br/>4.2 General Framework . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40<br/>4.3 Mix and Match Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44<br/>4.4 Organs Shower Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46<br/>4.4.1 Game Scenarios and Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46<br/>4.4.2 Game Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47<br/>4.4.3 Results and Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49<br/>4.5 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50<br/>5 Aective Status Measurement Using Facial Expressions 53<br/>5.1 Facial Region Localization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55<br/>5.1.1 Features Detection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55<br/>5.1.2 Facial Regions Detection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56<br/>5.2 Point Distribution Model (PDM) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57<br/>5.3 Action Points Detection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57<br/>5.3.1 Image Cropping and Preprocessing . . . . . . . . . . . . . . . . . . . . . . . . 58<br/>5.4 Features Extraction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59<br/>5.4.1 Local Binary Pattern (LBP) . . . . . . . . . . . . . . . . . . . . . . . . . . . 60<br/>5.4.2 Scale Invariant Feature Transform (SIFT) . . . . . . . . . . . . . . . . . . . . 63<br/>5.4.3 Geometric Features (GEO) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64<br/>5.5 Features Reduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65<br/>5.5.1 Principal Component Analysis (PCA) . . . . . . . . . . . . . . . . . . . . . . 65<br/>5.6 Emotion Classication . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66<br/>5.7 Facial Expressions Data Set . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66<br/>5.8 Results and Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67<br/>5.9 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73<br/>6 Conclusion and Future Work
520 3# - Abstract
Abstract Abstract:<br/>Learning is one of the most important needs in the human life. With the help of learning humans<br/>could face life with its various challenges. Dierent sources of education are oered in ones life.<br/>Moreover, the rst sixteen years of the citizens life the school is the main source of learning. So, all<br/>of us should have an equivalent opportunity in the education system whatever our capabilities and<br/>skills are.<br/>A lot of pedagogical specialists argued that every student could be educated but on her/his own<br/>pace. There is no meaning for social classes, or learning weakness. Understanding every student and<br/>his capabilities, weakness, needs and learning style provides a proper way of teaching and education<br/>that encourages her/him to learn.<br/>This study concentrates on dening and understanding the educational challenges and its reasons.<br/>Our objective is to introduce an assisting technological system that contributes in enhancing the<br/>educational level.<br/>The proposed system in this thesis is based mainly on three concepts. The rst concept is to make<br/>the educational process an interesting and interactive experience via using the concept of Serious<br/>Games. The second one is helping students to interact with the educational concepts and to imagine<br/>them by using the concept of Augmented Reality in visualizing the educational content. Finally the<br/>proposed system addresses the personality variations per student via what is called learner model<br/>in order to provide every student with a Personalized Adaptive level of education.
546 ## - Language Note
Language Note Text in English, abstracts in English .
650 #4 - Subject
Subject Informatics-IFM
655 #7 - Index Term-Genre/Form
Source of term NULIB
focus term Dissertation, Academic
690 ## - Subject
School Informatics-IFM
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Source of classification or shelving scheme Dewey Decimal Classification
Koha item type Thesis
650 #4 - Subject
-- 266
655 #7 - Index Term-Genre/Form
-- 187
690 ## - Subject
-- 266
Holdings
Withdrawn status Lost status Source of classification or shelving scheme Damaged status Not for loan Home library Current library Date acquired Total Checkouts Full call number Date last seen Price effective from Koha item type
    Dewey Decimal Classification   Not For Loan Main library Main library 01/12/2021   610 /DR.A 2015 01/12/2021 01/12/2021 Thesis