Many previous researches are found in applying
Augmented Reality into education. The research results
indicate that the intuitive interaction of AR has greatly
improved learning efficiency, motivation, and total
performance. For example, Tsung-Yu Liu, et al. constructed
a learning system called HELLO (Handheld English
Language Learning Organization) consisted with 2D
barcode and handheld augmented reality which as 3D
animated virtual learning partner (VLP) over the real world
that student can complete the context-aware learning
process by talking to the VLP and to learn in the designed
game-based pedagogic scenario to improve students’
English level [9]. Carmen Juan, et al. presented an
Augmented Reality system for children of the Summer
School of the Technical University of Valencia in learning
the interior of the human body [10]. Besides, Carmen Juan,
et al. presented two Augmented Reality interactive
storytelling systems that use tangible cubes for the same
students as mentioned above to learn with the 8 different
ends of the Lion King story [11]. Daniel Wagner, et al.
proposed a piece of educational software that uses
collaborative Augmented Reality (AR) on fully autonomous
PDAs that running the application which laid out as a two
player Augmented Reality computer game, together with an
2010 13th IEEE International Conference on Computational Science and Engineering
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DOI 10.1109/CSE.2010.66
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optical marker-based tracking module to teach users the
meaning of kanji symbols [12]. Hannes Kaufmann
developed a collaborative AR application specifically
designed for mathematics and geometry education called
Construct3D which based on the mobile collaborative AR
system “Studierstube” within the greater context of
immersive virtual learning environments [13].