Development and behavioral pattern analysis of a mobile guide system with augmented reality for painting appreciation instruction in an art museum

[1]  Stephen Rose,et al.  Augmented Reality: A Review of available Augmented Reality packages and evaluation of their potential use in an educational context , 2010 .

[2]  Xiangyu Wang,et al.  An experimental study on collaborative effectiveness of augmented reality potentials in urban design , 2009 .

[3]  Karen A. Hamblen,et al.  An Art Criticism Questioning Strategy within the Framework of Bloom's Taxonomy , 1984 .

[4]  Edmund Burke Feldman,et al.  The Teacher as Model Critic. , 1973 .

[5]  Andrew Y. C. Nee,et al.  Augmented reality for collaborative product design and development , 2010 .

[6]  Rod McCall,et al.  Using presence to evaluate an augmented reality location aware game , 2010, Personal and Ubiquitous Computing.

[7]  D. Merkl,et al.  INTERACTION WITH ART MUSEUMS ON THE WEB , 2009 .

[8]  Bin Wang,et al.  Mobile Social Service Design for Large-Scale Exhibition , 2009, HCI.

[9]  Kee-Young Kwahk,et al.  Moderating effects of localization differences on ERP use: A socio-technical systems perspective , 2010, Comput. Hum. Behav..

[10]  Qiaozhu Mei A knowledge processing oriented life cycle study from a Digital Museum system , 2004, ACM-SE 42.

[11]  Gilbert A. Clark,et al.  A Walk in the Right Direction: A Model for Visual Arts Education , 1978 .

[12]  G. Maddern,et al.  Development of an ex vivo simulated training model for laparoscopic liver resection , 2011, Surgical Endoscopy.

[13]  Flavia Sparacino,et al.  The Museum Wearable: real-time sensor-driven understanding of visitors' interests for personalized visually-augmented museum experiences , 2002 .

[14]  Larry Johnson,et al.  The 2011 Horizon Report. , 2011 .

[15]  Dan Cosley,et al.  A tag in the hand: supporting semantic, social, and spatial navigation in museums , 2009, CHI.

[16]  Yao-Ting Sung,et al.  Mobile guide system using problem-solving strategy for museum learning: a sequential learning behavioural pattern analysis , 2010, J. Comput. Assist. Learn..

[17]  A. Molassiotis,et al.  'Thinking outside the box': complementary and alternative therapies use in paediatric oncology patients. , 2004, European journal of oncology nursing : the official journal of European Oncology Nursing Society.

[18]  Margarita Vilkoniene,et al.  Influence of Augmented Reality Technology upon Pupils' Knowledge about Human Digestive System: The Results of the Experiment. , 2009 .

[19]  Kuo-En Chang,et al.  Embedding game-based problem-solving phase into problem-posing system for mathematics learning , 2012, Comput. Educ..

[20]  Alan Levine,et al.  The 2010 Horizon Report. , 2010 .

[21]  James Mathews,et al.  Using a studio-based pedagogy to engage students in the design of mobile-based media , 2010 .

[22]  José Luis Lerma,et al.  Photogrammetry and augmented reality for cultural heritage applications , 2009 .

[23]  Yao-Ting Sung,et al.  Designing an electronic guidebook for learning engagement in a museum of history , 2010, Comput. Hum. Behav..

[24]  Donna L. Hoffman,et al.  Measuring the Customer Experience in Online Environments: A Structural Modeling Approach , 2000 .

[25]  Huei-Tse Hou,et al.  Exploring the behavioral patterns of learners in an educational massively multiple online role-playing game (MMORPG) , 2012, Comput. Educ..

[26]  Doron Goldfarb,et al.  Social Interaction with Cultural Heritage on the Web , 2010, ICWE Workshops.

[27]  Xiangyu Wang,et al.  Using Augmented Reality to Plan Virtual Construction Worksite , 2007 .

[28]  Areti Damala,et al.  Merging augmented reality based features in mobile multimedia museum guides , 2007 .

[29]  Philip Smith Roger Bakeman John M. Gottman , 1987, Animal Behaviour.

[30]  Tsung-Yu Liu,et al.  A context-aware ubiquitous learning environment for language listening and speaking , 2009, J. Comput. Assist. Learn..

[31]  Jia Zhang,et al.  Designing a Streamlined Viewport Strategy System to Enhance Performance in Context Awareness in Mobile Learning Environments , 2012, 2012 IIAI International Conference on Advanced Applied Informatics.

[32]  Annemarie Hauf,et al.  Computers in education , 1983 .

[33]  Judy M. Parr,et al.  Revisiting and reframing use: Implications for the integration of ICT , 2010, Comput. Educ..

[34]  S. Hsi,et al.  A study of user experiences mediated by nomadic web content in a museum , 2003, J. Comput. Assist. Learn..

[35]  Rungtai Lin,et al.  Digital Archive Database for Cultural Product Design , 2007, HCI.

[36]  George Papagiannakis,et al.  A survey of mobile and wireless technologies for augmented reality systems , 2008, Comput. Animat. Virtual Worlds.

[37]  Mark Billinghurst,et al.  Communication Behaviors in Colocated Collaborative AR Interfaces , 2003, Int. J. Hum. Comput. Interact..

[38]  Edmund Burke Feldman,et al.  Varieties of Visual Experience , 1972 .

[39]  Gene A. Mittler Learning to Look/Looking to Learn: A Proposed Approach to Art Appreciation at the Secondary School Level , 1980 .

[40]  Zainab Abu Bakar,et al.  Digital archiving of traditional songket motifs using image processing tool , 2012 .

[41]  Brian Winkel,et al.  Thinking outside the box … inside the box , 2011 .

[42]  Dieter Schmalstieg,et al.  Mobility and social interaction as core gameplay elements in multi-player augmented reality , 2008, DIMEA.

[43]  Poong Hyun Seong,et al.  Heuristic guidelines and experimental evaluation of effective augmented-reality based instructions for maintenance in nuclear power plants , 2010 .

[44]  Christina B. Updike,et al.  Integrating Digital Images into the Art and Art History Curriculum , 2002 .

[45]  Susan Hazan The 2010 Horizon Report: Museum Edition . Johnson L. et al . Austin, Texas: The New Media Consortium 2010, 36 p. , 2012 .

[46]  Huei-Tse Hou EXPLORING THE BEHAVIOURAL PATTERNS IN PROJECT-BASED LEARNING WITH ONLINE DISCUSSION: QUANTITATIVE CONTENT ANALYSIS AND PROGRESSIVE SEQUENTIAL ANALYSIS , 2010 .

[47]  Chris Baber,et al.  Augmenting Museums and Art Galleries , 2001, INTERACT.

[48]  Cody Sandifer,et al.  Technological novelty and open‐endedness: Two characteristics of interactive exhibits that contribute to the holding of visitor attention in a science museum , 2003 .

[49]  Donna L. Hoffman,et al.  Measuring the Flow Construct in Online Environments : A Structural Modeling Approach , 1998 .

[50]  Chris Dede,et al.  Affordances and Limitations of Immersive Participatory Augmented Reality Simulations for Teaching and Learning , 2009 .

[51]  J. Webster,et al.  The Dimensionality and Correlates of Flow in Human-Computer Interactions. , 1993 .

[52]  Areti Damala,et al.  Bridging the gap between the digital and the physical: design and evaluation of a mobile augmented reality guide for the museum visit , 2008, DIMEA.

[53]  Huseyin Yaratan,et al.  MIDDLE SCHOOL ENGLISH LANGUAGE TEACHERS' PERCEPTIONS OF INSTRUCTIONAL TECHNOLOGY IMPLEMENTATION IN NORTH CYPRUS , 2010 .

[54]  Kurt Squire,et al.  Environmental Detectives—the development of an augmented reality platform for environmental simulations , 2008 .

[55]  Tan-Hsu Tan,et al.  Outdoor Natural Science Learning with an RFID-Supported Immersive Ubiquitous Learning Environment , 2009, J. Educ. Technol. Soc..

[56]  R. Reynolds,et al.  Web-based museum trails on PDAs for university-level design students: Design and evaluation , 2010, Comput. Educ..

[57]  Fred D. Davis Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology , 1989, MIS Q..

[58]  Cody Sandifer,et al.  TIME-BASED BEHAVIORS AT AN INTERACTIVE SCIENCE MUSEUM : EXPLORING THE DIFFERENCES BETWEEN WEEKDAY/WEEKEND AND FAMILY/NONFAMILY VISITORS , 1997 .

[59]  Cristina Portalés,et al.  AR-Immersive Cinema at the Aula Natura Visitors Center , 2010, IEEE MultiMedia.

[60]  Hirokazu Kato,et al.  Explorations in the Use of Augmented Reality for Geographic Visualization , 2002, Presence: Teleoperators & Virtual Environments.