Augmented Reality Analytics


This study investigates the use of Augmented Reality (AR) generated analytics to measure the number of times a child can perform the action of crossing the midline by a drumming action. Using a prototype Drum AR App with gamification techniques to motivate the drumming actions with a drumstick, we can capture and log key metrics which measure the physical drumming actions such as the timings and the quality of crossing of the midline through game play. This study is still work in progress where further research on the uses and effectiveness of AR generated analytics can give insights to the development of perceptual motor skills in young children. Generating 2D and 3D plots from the AR generated analytics gives evidence to further identify novel metrics to capture, analyse and give insights to user interactions while using AR apps in learning


Conference Papers (peer reviewed)

[1] Shaun Bangay, Adam P A Cardilini, Nyree L Raabe, Kelly K Miller, Jordan Vincent, Greg Bowtell, Daniel Ierodiaconou, and Tanya King. Opportunities with slippy maps for terrain visualization in virtual and augmented reality. In Proceedings of the 17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, volume 1, pages 139–146, February 2022. [PDF] [BibTeX]

[2] Manjeet Singh, Shaun Bangay, and Atul Sajjanhar. Augmented reality analytics to investigate motor skills for crossing the midline. In Proceedings of the 29th International Conference on Computers in Education, pages 703–705, 2021. [PDF] [BibTeX]