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Description
Electronic books or eBooks have the potential to revolutionize the way humans read and learn. eBooks offer many advantages such as simplicity, ease of use, eco-friendliness, and portability. The advancement of technology has introduced many forms of multimedia objects into eBooks, which may help people learn from them. To hel

Electronic books or eBooks have the potential to revolutionize the way humans read and learn. eBooks offer many advantages such as simplicity, ease of use, eco-friendliness, and portability. The advancement of technology has introduced many forms of multimedia objects into eBooks, which may help people learn from them. To help the readers understand and comprehend a concept that is put forward by the author of an eBook, there is ongoing research involving the use of augmented reality (AR) in education. This study explores how AR and three-dimensional interactive models are integrated into eBooks to help the readers comprehend the content quickly and swiftly. It compares the reading activities of people when they experience these two visual representations within an eBook.

This study required participants to interact with some instructional material presented on an eBook and complete a learning measure. While interacting with the eBook, participants were equipped with a set of physiological devices, namely an ABM EEG headset and eye tracker during the experiment to collect biometric data that could be used to objectively measure their user experience. Fifty college students participated in this study. The data collected from each of the participants was used to analyze the reading activities of people by performing an Independent Samples t-test.
ContributorsJuluru, Kalyan Kumar (Author) / Atkinson, Robert K. (Thesis advisor) / Chen, Yinong (Thesis advisor) / Walker, Erin (Committee member) / Arizona State University (Publisher)
Created2017