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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Design and implementation of accessible open-source augmented reality learning authoring tool</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Deogratias Shidende</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Duale Hochschule Baden-Württemberg (DHBW) Heidenheim</institution>
          ,
          <addr-line>Marienstraße 20, 89518 Heidenheim</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Hohenheim</institution>
          ,
          <addr-line>Schloss Hohenheim 1, 70599 Stuttgart</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The emerging learning technologies have brought new dimensions to the learning process. Particularly in this era, where due to health reasons, online learning is preferred, augmenting reality with digital information is paramount. Unfortunately, most of the existing augmented reality learning applications were not designed for different abilities, apart from having substantial annual licenses. Further, they require advanced digital competence such as programming, which many non-technical educational practitioners lack. This research attempts to fill this gap by designing and implementing an accessible open-source augmented reality learning authoring tool that will empower non-technical educational practitioners of different abilities to develop and use augmented reality applications for teaching and learning purposes.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Learning Technologies</kwd>
        <kwd>Augmented Reality</kwd>
        <kwd>Augmented Reality Learning</kwd>
        <kwd>Accessibility</kwd>
        <kwd>Open-source</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Augmented Reality (AR) is a technology
that superimposes real-world objects with
virtual generated information in the same space,
thus providing a more useful composite view.
While AR is widely used with the sense of
sight, it also applies to smell, touch, and hearing
senses [1].</p>
      <p>
        Since its inception, AR has been used in a
wide range of applications, including
entertainment, mapping, transportation, health,
and education sectors. At first, AR was
introduced as a training tool for airline and Air
Force pilots during the 1960s [2]. Due to the
advancement in information technology, AR is
currently implemented in computer and mobile
devices without requiring expensive
technology such as head-mounted displays [3].
For learning purposes, AR creates immersive
hybrid learning environments that facilitate
critical thinking, problem-solving, and
communicating through interdependent
collaborative exercises [
        <xref ref-type="bibr" rid="ref2">4–6</xref>
        ]. Other studies by
Akçayır et al. [7] and Mylonas et al. [8]
revealed that AR improves university students'
laboratory skills and helps them build positive
attitudes. A variety of research projects
examined the initial suitability of AR for
different learning scenarios, e.g. flipped
learning or experiential learning, and in various
disciplines [
        <xref ref-type="bibr" rid="ref12 ref13 ref14">9–12</xref>
        ] as well as its integration in
teaching and learning processes [
        <xref ref-type="bibr" rid="ref15">13</xref>
        ].
      </p>
      <p>
        However, studies show that most AR
applications have been developed using
proprietary Software Development Kit (SDK)
such as Vuforia, Kudan AR, Adobe Aero, and
Wikitude [5]. These are potent tools for
handling all three AR system stages, namely
recognition, tracking, and mixing, allowing
ease of development for the developers [
        <xref ref-type="bibr" rid="ref16">14</xref>
        ],
[
        <xref ref-type="bibr" rid="ref17">15</xref>
        ]. However, these AR tools are not
opensource, and they carry heavy, substantial annual
license fees. This represents an obstacle for
many small to mid-sized companies as well as
institutions of higher education alike.
      </p>
      <p>
        In fact, open-source software does not only
refer to the availability of source code.
Moreover, it designates a broader sense of
values that embraces and celebrates open
exchange principles, collaborative
participation, rapid prototyping, transparency,
meritocracy, and community-oriented
development [
        <xref ref-type="bibr" rid="ref18 ref19">16, 17</xref>
        ]. By developing an
opensource tool, programmers and software users
benefit from the control over the tool, training
from the communities behind it, security, and
stability. Thus, an open-source AR tool will
benefit from using existing parts of an
opensource learning tool and enhance it for AR
authoring. Therefore, it provides an authoring
tool available with an open-source license for
use and opens for further future development by
business partners and other stakeholders.
      </p>
      <p>
        Research further reveals that few AR
applications have been developed by using an
open-source library such as ARToolkit, AR.js
and DroidAR. With these libraries,
programmers are using traditional languages
such as c#, c/c++, python, Java and JavaScript
to develop AR applications [
        <xref ref-type="bibr" rid="ref16">5, 14</xref>
        ]. This means,
developing AR applications requires technical
knowledge in these programming languages or
hiring computer programmers. Unfortunately,
many non-technical instructors lack this digital
competence [
        <xref ref-type="bibr" rid="ref20 ref21 ref22">18–20</xref>
        ]. Also, it is costly to hire a
programmer for mid-sized companies and
educational institutions [
        <xref ref-type="bibr" rid="ref23">21</xref>
        ]. Furthermore,
most of these applications are challenged with
usability problems, inadequate technology
experience, interface design errors, and
technical difficulties [
        <xref ref-type="bibr" rid="ref24 ref25 ref26">3, 22–24</xref>
        ].
      </p>
      <p>
        World Health Organisation estimates about
15% of the world's population have at least one
particular form of disability. This number
increases due to increased chronic diseases,
ageing, and technology discovery to identify
various disabilities [
        <xref ref-type="bibr" rid="ref27">25</xref>
        ]. The various forms of
disabilities include auditory, cognitive, learning
and neurological, physical, speech and visual
disabilities. These forms require different
approaches and strategies to reduce the
obstacles in accessing the AR applications [
        <xref ref-type="bibr" rid="ref28">26</xref>
        ].
Most existing AR Learning applications,
however, target one form of disability. For
example, a multi-sensory AR map targets blind
and low vision students [
        <xref ref-type="bibr" rid="ref29">27</xref>
        ], whereas
MoviLetrando targets Autism Spectrum
Disorder students [
        <xref ref-type="bibr" rid="ref30">28</xref>
        ]. Other authors dealt with
the auditory ability [
        <xref ref-type="bibr" rid="ref31">29</xref>
        ], low vision [
        <xref ref-type="bibr" rid="ref32">30</xref>
        ] and
cognitive support [
        <xref ref-type="bibr" rid="ref33">31</xref>
        ]. Unfortunately, research
shows that many proprietary and open-source
AR applications are not designed for users with
different abilities [
        <xref ref-type="bibr" rid="ref34 ref35 ref36">32–34</xref>
        ] and exclude many
people who would benefit from these
applications.
      </p>
      <p>This research, therefore, aims to use existing
open-source libraries and approaches to design
and implement an inclusive and accessible AR
tool based on an open-source learning
environment, such as Moodle. It can be used to
author AR learning in different disciplines by
users with varying levels of accessibility and in
different learning settings, from university
classrooms and for on-the-job training.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Research questions objectives and</title>
      <p>The main objective is to develop an
accessible augmented reality learning authoring
tool. Specifically, the research aims the
following
1. To identify the requirements for developing
an open-source AR learning authoring tool
2. To develop an open-source tool for
authoring AR learning, building on an
existing OS learning platform.
3. To validate the AR authoring tool through
authoring a pilot AR learning application
This thesis intends to answer the following
main question: How can you design and
implement an augmented reality learning
authoring tool for a broad audience? The
secondary research questions are as follows:
1. What are the requirements for developing
an accessible open-source AR learning
authoring tool?
2. How can we develop an accessible
opensource augmented reality learning
authoring tool?
3. What kind of AR learning applications can
be authored with the tool?</p>
    </sec>
    <sec id="sec-3">
      <title>3. Theoretical framework</title>
      <p>
        The combination of real-world with
multimedia elements is one of the promising
technologies in the field of education. This
follows from the cognitive theory of
multimedia learning, which states that people
learn better when the instruction is given using
both words and pictures than words alone [
        <xref ref-type="bibr" rid="ref37">35</xref>
        ].
Further, Buchem et al. [
        <xref ref-type="bibr" rid="ref38">36</xref>
        ] argue that AR is
characterised by various affordances such as
embodied, collaborative, and augmentative
affordances. These affordances make AR
indispensable in a learning environment as it
forages helpful information for learners and
constructs more profound knowledge.
      </p>
      <p>
        Though Garzón noted that the effectiveness
of AR in learning is medium [
        <xref ref-type="bibr" rid="ref35">33</xref>
        ], numerous
studies have reported the interaction between
learner and AR artefacts is potent in learning.
For instance, AR learning has resulted in
learning gain and motivation [
        <xref ref-type="bibr" rid="ref34 ref39 ref40">3, 32, 37, 38</xref>
        ],
content understanding and retention [
        <xref ref-type="bibr" rid="ref34 ref41 ref42 ref43">32, 39–
41</xref>
        ], increased interaction and attention [
        <xref ref-type="bibr" rid="ref44 ref45">42, 43</xref>
        ],
learning efficiency and performance [
        <xref ref-type="bibr" rid="ref46 ref47">44, 45</xref>
        ]
and enhances problem-solving abilities and
influence decision making [3, 5].
      </p>
      <p>
        Various other examples have proved that
AR is beneficial in teaching and learning. For
instance, Mylonas et al. [8] used AR as a visual
aid to teach students how electrical devices
consume energy. Fidan and Tuncel [
        <xref ref-type="bibr" rid="ref48">46</xref>
        ]
integrated AR application with problem-based
learning activities to help students understood
physics concepts and improve their attitudes
towards physics.
      </p>
      <p>
        Like any other technology, AR is not
without challenges and limitations. Alalwan et
al. [
        <xref ref-type="bibr" rid="ref49">47</xref>
        ] conducted a semi-structured interview
with 29 science teachers in a developing
country. They found that teachers' competency,
proper instructional design and resources were
common limitations in AR utilisation. Also,
Pellas et al. [
        <xref ref-type="bibr" rid="ref50">48</xref>
        ] pointed out that teachers could
not modify or add content to AR applications.
These teachers' incapability might be because
most non-technical teachers are at the
basiclevel of digital competence [
        <xref ref-type="bibr" rid="ref51 ref52">49, 50</xref>
        ]. Dirin &amp;
Laine [
        <xref ref-type="bibr" rid="ref53">51</xref>
        ] found usability problems, when
evaluated two mobile AR applications. The
usability problems in AR are also reported by
other researchers [
        <xref ref-type="bibr" rid="ref25 ref26">3, 23, 24</xref>
        ]. While the usability
problems can be solved through following good
design principles, Buchem et al [
        <xref ref-type="bibr" rid="ref38">36</xref>
        ] proposes
interdisciplinary training to alleviate digital
illiteracy among educational practioners.
      </p>
      <p>
        Accessibility is a concept that ensures a
product or service is usable by people with
different abilities. Designing for accessibility
widens a pool of users, opens equal opportunity
for various user types and increases the
compatibilities with other devices [
        <xref ref-type="bibr" rid="ref54 ref55">52, 53</xref>
        ].
Accessibility is more than technical standards,
it is also a moral obligation and legal
requirement. For instance, European Union
directives 2016/2102 directs websites and
mobile applications of the public sector to be
accessible [
        <xref ref-type="bibr" rid="ref56">54</xref>
        ].
      </p>
      <p>
        Despite its significance, many AR
applications do not consider accessibility in the
early design stage, or they are dealing with one
form of ability. Examples of AR studies with a
particular ability are numerous. Mentioning a
few are Albouys-Perrois et al. [
        <xref ref-type="bibr" rid="ref29">27</xref>
        ]
implemented a Multi-sensory AR map for blind
and low vision students by using text-to-speech,
tactile tools, and visual calibrated projector.
Antão et al [
        <xref ref-type="bibr" rid="ref30">28</xref>
        ] improved the performance and
reaction time skills of Autism Spectrum
Disorder students using the AR computer game
MoviLetrando. In auditory ability, Al-Megren
&amp; Almutairi [
        <xref ref-type="bibr" rid="ref57">55</xref>
        ] developed a mobile
application that uses AR to support literacy
among hard of hearing children. Another study
employed AR to give cognitive support during
assembly tasks [
        <xref ref-type="bibr" rid="ref33">31</xref>
        ]. Further, a systematic
review by Garzón [
        <xref ref-type="bibr" rid="ref35">33</xref>
        ] of 61 selected AR in
education settings articles from 2012-2018
revealed that only one paper dealt with the
accessibility of AR learning. This finding
agreed with previous studies by [
        <xref ref-type="bibr" rid="ref34">32</xref>
        ] and [
        <xref ref-type="bibr" rid="ref36">34</xref>
        ],
whose results showed very few systems
designed for users with diverse needs.
      </p>
      <p>
        However, designing for accessibility is more
than considering a particular form of disability;
it is adhering to accessibility guidelines and
standards such as Web Content Accessibility
Guidelines (WCAG 2.1) [
        <xref ref-type="bibr" rid="ref58">56</xref>
        ] and IEEE
Standard for Augmented Reality Learning
Experience Model [
        <xref ref-type="bibr" rid="ref59">57</xref>
        ]. In addition, consider
XR Accessibility User Requirements [
        <xref ref-type="bibr" rid="ref60">58</xref>
        ] and
follow developers' guidelines such as the XR
Association Developer guide [
        <xref ref-type="bibr" rid="ref61">59</xref>
        ], helpful in
making an XR application accessible. Thus, the
development of an accessible AR authoring
tool intends to comply with the mentioned
standards, guidelines, and use cases,
particularly level AA of WCAG 2.1.
      </p>
      <p>
        Open-source is both a legal term and a
development model [
        <xref ref-type="bibr" rid="ref62">60</xref>
        ]. Legally, it is
governed by an open-source license, a license
that is approved by Open Source Initiative
(OSI). This license gives the software users the
legal power of using, inspecting, modifying and
distributing the software source code. These
rights are outlined in the ten characteristics of
the Open-Source Definition (OSD) [
        <xref ref-type="bibr" rid="ref62 ref63">60, 61</xref>
        ].
Whether the open-source software will be free
of charge or not will depend on the adopted
business model and the open-source license
used [
        <xref ref-type="bibr" rid="ref64">62</xref>
        ].
      </p>
      <p>
        As a development model, Open-source can
be developed in a distributed manner with
developers scattered geographically and
organisationally [
        <xref ref-type="bibr" rid="ref65">63</xref>
        ]. This peer-reviewed
manner of development can foster different
organisations, such as Universities and
companies, to cooperate in producing reliable,
cheaper, and faster-delivery software [
        <xref ref-type="bibr" rid="ref66">64</xref>
        ].
AlMarzouq et al. [
        <xref ref-type="bibr" rid="ref62">60</xref>
        ] argued that the quality of
open-source software depends on license,
community, and development process. The
license, for instance, decides which
components to use and encourages or
discourages community participation. While
the motivated community is essential, the
development process determines feedback
speed and the review process. Thus, this study
intends to adopt an Open-Source license that
will enable partner universities and companies
to participate in the development of accessible
AR learning tool.
      </p>
    </sec>
    <sec id="sec-4">
      <title>4. Research methods</title>
      <p>
        This research aims to design and implement
an accessible open-source augmented reality
learning authoring tool for non-technical
instructors with different levels of abilities. The
guiding research methods will be Design-based
Research (DBR) blended with Agile
Methodology in Scrumban (AMS). While
various researchers have successfully used
DBR to develop learning interventions [
        <xref ref-type="bibr" rid="ref67 ref68 ref69">65–67</xref>
        ],
AMS is an effective project management
methodology in information systems
development [
        <xref ref-type="bibr" rid="ref67">65</xref>
        ]. Both DBR and AMS are
iterative and involve practitioners from the
early stages of problem analysis to product
acceptance. Despite its success, some studies
have reported the challenges of DBR. These
include researchers' biases [
        <xref ref-type="bibr" rid="ref68 ref69">66, 67</xref>
        ], the
possibility of iterations to exceed available
resources [
        <xref ref-type="bibr" rid="ref68">66</xref>
        ], and the inapplicability of
interventions in different settings [
        <xref ref-type="bibr" rid="ref70">68</xref>
        ]. AMS,
on another side, has been reported to have a
positive influence in both project management
knowledge areas and project management triple
constraints, i.e. scope, cost and time [
        <xref ref-type="bibr" rid="ref71">69</xref>
        ].
Unfortunately, applying AMS to create an
intervention without creating knowledge is not
research [
        <xref ref-type="bibr" rid="ref72 ref73">70, 71</xref>
        ]. Thus, we anticipate that AMS
and designed research to develop an
intervention can complement each other. Some
studies that have hybridised the DBR with
agility include Cochrane [
        <xref ref-type="bibr" rid="ref74">72</xref>
        ], Cooney [
        <xref ref-type="bibr" rid="ref75">73</xref>
        ] and
Dass [
        <xref ref-type="bibr" rid="ref76">74</xref>
        ].
      </p>
      <p>
        The research will be carried out in higher
learning institutions and partner companies
located in Germany and Tanzania. The partner
universities and companies will provide both
educational practitioners and customers. Like
other DBR approaches, we will follow a
pragmatic paradigm by using appropriate
qualitative and quantitative methods [
        <xref ref-type="bibr" rid="ref69 ref77">67, 75</xref>
        ]
such as surveys, interviews, focus groups, and
document reviews.
      </p>
      <p>
        Further, we will follow the DBR processes
as outlined by Plomp [
        <xref ref-type="bibr" rid="ref72">70</xref>
        ]. Plomp examined
various researches conducted by using DBR
and concluded the following three phases. The
first phase is preliminary research comprising
practical problem analysis, literature review
and conceptual or theoretical framework
development. The second is the development
phase, in which the prototype is iteratively
developed as a micro-cycle of the research with
formative evaluations. And the last is the
assessment phase consisting of summative
evaluation to check if the intervention meets the
agreed specifications [
        <xref ref-type="bibr" rid="ref72 ref78">70, 76</xref>
        ]. These three
phases are conducted iteratively [
        <xref ref-type="bibr" rid="ref73 ref79">71, 77</xref>
        ].
      </p>
      <p>
        The AMS consists of roles, processes and
artefacts. The roles are scrum master and scrum
team. The activities in the process include
kickoff, the meeting to plan the sprint, sprint
execution, the daily Scrum and the sprint
review meeting. The iteration, also known as a
sprint, should be planned such that it is
completed in a short time. The last component
of AMS is scrum artefacts: these are product
backlog, sprint backlog, and burnout charts
[
        <xref ref-type="bibr" rid="ref67">65</xref>
        ]. Thus, since AMS focus on sprints with
small deliverables and direct communication
among the partners, it can help adapt quickly to
the project unpredictability and become helpful
to DBR, as shown by Kastl and Romeike [
        <xref ref-type="bibr" rid="ref80">78</xref>
        ]
and Confrey [
        <xref ref-type="bibr" rid="ref81">79</xref>
        ]. They applied the agile
methodology to improve intra-communication,
team member cooperation and active
participation in the DBR design activities.
      </p>
    </sec>
    <sec id="sec-5">
      <title>5. Current status and future work</title>
    </sec>
    <sec id="sec-6">
      <title>8. References</title>
      <p>This work started in January 2021, and it is
currently in the completion of the first phase of
DBR, specifically, literature review and
framework development.</p>
      <p>The next steps to accomplish this work are
as follows: - To start the data collection and
prototype development, employing AMS in
prototype development and conducting the
summative evaluation. This will be followed by
phase three, which is a summative evaluation of
the work. We expect to do two to three
iterations of this phase model in the next twelve
months.</p>
    </sec>
    <sec id="sec-7">
      <title>6. Expected contributions</title>
      <p>This research will contribute to the
empirical knowledge concerning accessible
open-source AR learning. Primarily, it will add
knowledge on the usage of open-source
libraries and approaches in developing an
authoring tool for an AR learning tool. The
knowledge will be helpful to researchers,
academicians, and other enthusiasts to expand
the research and extend the work for different
educational and societal needs.</p>
      <p>It will provide source code for the accessible
environment to create AR resources and thus,
contribute an interface for non-technical
authors to develop AR learning applications
suitable for teaching at universities and
on-thejob training. We believe students and teachers
will achieve their curricula demands through
these AR Learning applications.</p>
    </sec>
    <sec id="sec-8">
      <title>7. Acknowledgements</title>
      <p>
        This research work is funded by
BadenWürttemberg Cooperative State University
(DHBW) through the Innovationsprogramm
Forschung (IPF). Specifically, the special
thanks go to DHBW Heidenheim, which are
hosting the AuReLiA - Augmented Reality
Learning and Accessibility research laboratory,
the partner company Graustich and the partner
university Nelson Mandela African Institution
of Science and Technology (NM-AIST)
Arusha. The views expressed in this document
are authors'; hence the DHBW, NM-AIST and
Graustich are not responsible for any
information it may contain.
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