Healthc Inform Res.  2020 Jul;26(3):238-242. 10.4258/hir.2020.26.3.238.

Augmented Reality Application to Develop a Learning Tool for Students: Transforming Cellphones into Flashcards

Affiliations
  • 1School of Dentistry, Faculty of Medicine and Dentistry, University of Alberta, Edmonton, AB, Canada

Abstract


Objectives
Flashcards are one of the most popular and optimized ways to learn factual knowledge and improve memory performance. Students of modern age, who use smart technology and mobile devices in their daily lives, often lack the time and motivation to create and use flashcards effectively. We aim to use the inseparable relationship between university students and their smartphones to create new options for higher education, converting their cellphones into flashcards. We have used this new technology to develop a simple application (app) to convert the smart mobile devices of students into flashcards.
Methods
We have developed an augmented reality (AR) flashcard application using Unity3D, which requires the user to identify a target image. Once the target image is identified, it can be replaced by any other digital output, i.e., 2D image, 3D models, or videos. We used images of histological sections of oral mucosa, which dentistry students study as a part of an oral biology course.
Results
The AR flashcard application worked on both iOS and Android systems. It was able to detect the target image and replace it with the output image on the device screen.
Conclusions
Using this application, students will be able to independently learn and self-test their learning at their own convenience. Instructors can use the application to provide additional study aids for the students. Our application, which is being developed as a pilot project, will be expanded and applied as a learning tool for students studying dentistry at the University of Alberta.

Keyword

Teaching; Augmented Reality; Education; Learning; Memory

Figure

  • Figure 1 Preparation of a target image for the augmented reality (AR) application. (A) Image of a histological slide from oral mucosa that was used as a target image for our AR flashcard application. The image of the slide was taken using a light microscope and cellphone camera. (B) The target image was uploaded to the database of Vuforia 7. Yellow cross-signs on the image represent feature tracking by Vuforia. (C) According to the tracking score, the augment ability was calculated and represented as 5 stars for this target image. The image was also assigned a unique target ID.

  • Figure 2 Application window of Unity3D (version 2017.4.34f1), showing the target image superimposed with the output image (labelled cell layers). The axis of the augmented reality camera is shown on top of the image. The target image was imported from the database created in Vuforia 7. The output image was created in PowerPoint by labelling the layers of the target image. The finalized output was saved in JPG format on a personal computer. The image was then exported to Unity3D as a resource and prepared for Unity3D recognition (indicated by arrows, respectively). A quadrangle was imposed on the target image, rotated by 90°, and aligned with the target image.

  • Figure 3 Running and testing the augmented reality (AR) application on an iOS device. (A) Original output file created by labelling the cell layers on the target image in PowerPoint. (B, C) The AR flashcard application was able to recognize the target image and instantly replace it with the output on the iPad screen. The application was tested both on printouts (B) and images from the computer screen (C).


Cited by  1 articles

Implementing Augmented Reality to Facilitate the Learning of Oral Histology
Nazlee Sharmin, Ava K. Chow, Dominic Votta, Nathanial Maeda
Healthc Inform Res. 2022;28(2):170-175.    doi: 10.4258/hir.2022.28.2.170.


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