Use of Augmented Reality to Support Education
Creating a Mobile E-learning Tool and using it with an Inquiry-based Approach
Walter J. Rezende, Eduardo S. Albuquerque and Ana Paula Ambrosio
Instituto de Informatica, Universidade Federal de Goias, Goiania, Brazil
Keywords:
Augmented Reality, Education, Mobile Devices.
Abstract:
Education is the basis of human development. In recent years working professionals have demonstrated a
considerable interest in new technologies, searching to enhance teaching quality. Tools such as e-learning,
cellphones, video-conferences, web quests and others are becoming popular options to help motivate and
enrich the knowledge of students. Now, with modern technology, society requirements for knowledge have
gotten more specific and accumulated, but the traditional teaching model has not been able to keep up. This
paper presents a mobile software educational tool for children, using the Jigsaw methodology and augmented
reality (AR) technology, aiming to improve teaching experience. The proposed software contains an AR
marker reader, a game library and a digital quiz module. By presenting book contents in three dimensions,
together with the use of Jigsaw learning, we create an interactive and fun environment for learning, that can
help increase the interest and motivation of students.
1 INTRODUCTION
The accelerated changes in the technological context,
have increased evaluation of teaching methods world-
wide (Murnane and Steele, 2007). As an outcome, we
now need to find new ways to learn, a challenge for
researchers and teachers searching for ways to maxi-
mize content absorption while preserving the individ-
uality of thoughts. According to Murnane, we now
face a challenge of identifying, distributing and im-
proving teachers for current demands.
Personal computers have revolutionized the way
humans interact with the world. As a silent side-
effect, the current on-screen metaphor inevitably
holds the users attention, in order to manipulate
its ”selfish” interface. By combining the best of
both worlds, augmented reality (AR) presents it-
self as an interesting solution for this problem and
can be applied into almost any domain, including
education, that has traditionally resisted significant
changes (Hannafin and Savenye, 1993).
Augmented reality is one of the variations of vir-
tual reality and can be seen as introduction of arti-
ficial stimuli over real ones, with the use of multi-
sensory technology. In other words, it includes vir-
tual information on human senses, enhancing men-
environment relationship. The main characteristics
present in AR are: mix of virtual elements in the real
context; interactivity with resultant reality; position-
ing of virtual objects in a coherent manner accord-
ing to the reality in question and influence over all
senses (Azuma et al., 2001).
AR creates an intentional illusion that we can use
to enrich the sense of vision. This allows us to include
information of the surroundings in our sight or of any
other relevant data at the time, like schedules, noti-
fications, updates, etc. Naturally this feature can be
used in education and there are many projects involv-
ing it. The fact that we can mix reality with virtual
objects is, at least, an interesting prospect.
In addtion to advances in technology, new teach-
ing and learning methodologies have arisen to en-
hance the learning experience and give students skills
that will help them professionaly and in every day life.
Many adopt a proactive approach, where students are
encouraged to seek information that will help them
solve problems.
Collaboration according to (Kaufmann, 2003) is
one of the most important parts of educational envi-
ronment, yet still the traditional learning model rarely
stimulates it, through group activities every now and
then. There is a need to discourage methods that in-
dividualize learning, such as using individual com-
puters (Billinghurst, 2002). Even when working side
by side, this methodology reduces effectiveness of
pupils, who often feel this and end up grouping spon-
100
Rezende, W., Albuquerque, E. and Ambrosio, A.
Use of Augmented Reality to Support Education - Creating a Mobile E-learning Tool and using it with an Inquiry-based Approach.
DOI: 10.5220/0006318701000107
In Proceedings of the 9th International Conference on Computer Supported Education (CSEDU 2017) - Volume 1, pages 100-107
ISBN: 978-989-758-239-4
Copyright © 2017 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
taneously. Using a proactive collaborative model
makes social activities common, and involves stu-
dents in the process of teaching, allowing them to at-
tempt their very own solutions yet still being aided
and evaluated by supervisors.
The Jigsaw methology, introduces this proac-
tive approach into a game-based learning methology,
where students are grouped together to solve prob-
lems and compete against other groups. By associat-
ing AR to the Jigsaw methodology we aim to change
the students’ role, from passive learning to active,
helping pupils develop self-teaching and collaborative
work skills. According to (Milhomem et al., 2013), a
technology that aims to give digital support to real ex-
periences, are best used if the actual experiences are
still stimulated.
The idea that will be presented in this paper, is to
build a software tool that can offer students a different
approach for learning. According to (Moran, 2007),
what mainly pushes away students in fifth to eighth
grade in Brazil is lack of interest. Poor connection
between life and subjects, added to the lack of con-
nectivity between them and the virtual world reduces
the chance to create good professionals and citizens.
Combining both the AR book strategy and the
inquiry-based learning model, we expect to reduce
abstraction of subject content and offer a proactive
and social experience that will help connect subjects
to student lives. With AR as a tool, we will provide
additional support to the Jigsaw methodology, allow-
ing members of the groups to experience simulation
of content. With different subtopics handed out to
each member, they can look at the same model, and
extract different information related to their particu-
lar focus and interest. While regular books present
the content to pupils in a manner that requires imag-
ination to fully understand what is being described,
augmented contexts can reduce that abstraction, by
replacing entirely or partially two dimension illustra-
tions for three dimensional objects that could be in-
teracted with.
The choice of mobile devices offers us an econom-
ically viable way to execute this strategy and yet still
maintain the quality of the experience, specially due
to it’s less exclusive interaction metaphor compared to
common desktop applications. The main advantages
of AR include it’s low requirements of hardware, as
it is almost exclusively software dependent (Zorzal
et al., 2006). Loosely speaking it requires not much
more then a camera, processors, memory and an en-
ergy source. There are many available devices com-
patible with AR nowadays. This allows for a vari-
ety of strategies that make use of this approach. In
the software that will be developed in this paper, an
alternative that includes social interaction is consid-
ered. To solve this problem, we will use a method
that includes dividing resources, in this case the mo-
bile devices. Such practices can help to understand
the need for sharing, and how that can help increase
productivity, while relying on others to get the job
done (Svanaes and Verplank, 2000).
This tool can be used to improve perception of
knowledge, and at the same time, offer teachers a
feedback. This can create a honest way to evaluate
student development, something that typically had to
be done exclusively considering the tutors skills. Pa-
per organization starts with contextual learning, then
we introduce some design patterns, followed by the
description of the system being developed and the
conclusion.
2 CONTEXTUAL LEARNING
Studies have shown the importance of context in
learning, even stimulating the practice of outdoor
teaching, with the aid of mobile and sensory tech-
nologies (Chiang et al., 2014). The passive learn-
ing model, has survived countless generations and has
functional results, but in its most traditional form,
does not encourage discussions and imagination ef-
ficiently. On short, the traditional method consists
of a teacher dictating the content followed by possi-
ble questions, similar to lectures. It is a situation in
which students tend to get anxious and unmotivated,
specially for complex subjects and long classes.
The inquiry-based teaching experience is very dif-
ferent. Pupils have freedom to use their own sources
and to choose their own methods, while working
in groups, debating topics and finding information.
This experience stimulates curiosity, social skills and
searching, making them feel ”rewarded” upon mak-
ing discoveries. At the same time, this method makes
classes less dependent on the supervisor’s teaching
skills.
There are many ways to implement inquiry-based
learning, centered in five general elements accord-
ing to (Heick, 2013) citation of Indiana University
Bloomington:
1. Learning focuses around a meaningful, ill-
structured problem that demands consideration of
diverse perspectives.
2. Academic content-learning occurs as a natural
part of the process as students work towards find-
ing solutions.
3. Learners, working collaboratively, assume an ac-
tive role in the learning process.
Use of Augmented Reality to Support Education - Creating a Mobile E-learning Tool and using it with an Inquiry-based Approach
101
4. Teachers provide learners with learning supports
and rich multiple media sources of information to
assist students in successfully finding solutions.
5. Learners share and defend solutions publicly in
some manner.
2.1 Technology and Inquiry-based
Learning
The main purpose of technology since its creation,
is to support humanity in activities that sometime in
the past were impossible or harder. This purpose
helps maintain its constant evolution, and rarely do
we judge the need, before it actually happens. It is
known that practice is essential to maintain brain acu-
ity, and sometimes technology can actually disturb
this practice, although we use calculators for exam-
ple, it is still essential to know how to calculate.
Following this reason, it is advised to consider the
challenge when developing learning technologies for
their purpose to begin with, is exactly to learn, and
that includes not only the content, but the subtle skills
required in the learning process that need to be devel-
oped. It is essential in inquiry-based learning due to
its focus in problem solving, and therefore being able
to fully understand the problem is ideal.
The use of electronic media can have a positive
and negative impact in children, especially televi-
sion (Kirkorian et al., 2008). The largest impact of
television, and probably of any type of media, is re-
lated to the content more than the time of use. This
suggests that we should specially focus in choosing
the correct content, that has to be adequate for the age
of our niche.
Inquiry-based learning is a strategy that requires
the posing of questions and scenarios to later con-
nect them with facts or pieces of evidence, in order
to reach conclusions. This method is important for
the development of higher thinking skills, and can be
supported with the aid of technology (Edelson et al.,
1999). As mentioned by the author, there is a trend
in science, for using technology-supported, inquiry-
based learning to allow new forms of inquiry, which
is the foundation of science. He states that researchers
identified six contributions technology can make for
the learning process:
1. Enhancing interest and motivation.
2. Providing access to information.
3. Allowing active, manipulable representations.
4. Structuring the process with tactical and strategic
support.
5. Diagnosing and correcting errors.
6. Managing complexity and aiding production.
The hardware used for AR has very few restric-
tions, most of which are present in any computer
based device. Most commonly used hardware in-
clude:
1. Smartphones: According to projections, more
than 2 billion people will have smartphones by the
end of 2016 (eMarketer, 2014). It allows users to
move freely while holding the device. The weight
of a Smartphone is usually around 200 grams,
very light compared to other devices.
2. Tablets: Tablets have maintained approximately
200 million units shipped worldwide and should
continue to do so for the next few years (Statista,
2016). It has a good user base, but not nearly
as large as the one for smartphones. Technically,
they are similar to smartphones, with particulari-
ties in their operating systems and size.
3. Smart Glasses: Worn as regular glasses but with
augmented reality support embedded in their spe-
cial lens. A great candidate, but the lack of stud-
ies around it, in addition to their restricted access,
makes them unsuitable. Some companies have
even advised for them not to be worn by chil-
dren (Google, 2016).
4. Laptops: Portable computers, or laptops, are cer-
tainly an option. While portable, they are not
handheld, and restrict movements. Like desktops
they can have great hardware, large screens, and
most of them have cameras, but the position faces
the user which is not desirable. They are typically
more expensive than mobile phones, and weight
too much to move around, which is not ideal for
group activities.
2.2 Augmented Reality in Education
There are many researchers looking into the applica-
tion of AR in education, using tools such as instruc-
tive games and markers books. Evolution in this do-
main can help take reality to a future that has only
been seen in sci-fi movies. In these films people inter-
act with their context through movements and virtual
objects manipulation.
AR can aid in the educational process, through the
implementation of a solution that stimulates interac-
tion with knowledge while searching for the solution.
Today technology is becoming more ubiquitous and
changing focus from constant computer and tool up-
grades to influencing our decisions, our lives and con-
necting everyone to everything (Galloway, 2004).
Its very intuitive to imagine the possible gains
from the use of AR in classrooms. Today students
CSEDU 2017 - 9th International Conference on Computer Supported Education
102
are limited mostly to imagine the content they hope to
learn from books and other sources, digital or physi-
cal, an easy task for some, not as much for others.
With the use o AR, we can change this reality, by us-
ing virtual models to simulate a convincing, almost
real, display of the content. This exposes the object of
interest in a three dimensional interactive form, more
natural then its current representations, and one day
can become ubiquitous, such as image projectors and
the Internet have become (Cardoso et al., 2014).
One of the best advantages of mobile devices is
the possibility to take teaching to new places, inno-
vating in paradigms that could prove to have better
results for learning (FitzGerald et al., 2013). The au-
thor also mentions that mobile computing become a
trend due to the Internet’s ubiquity.
(Wu et al., 2013) classifies three major categories
for approaches that use AR in education:
1. Emphasizing roles: includes participatory simula-
tions, role playing, and jigsaw approach. Where
different players function as interacting compo-
nents of a dynamic system, affecting the outcome
of the system. Because these approaches empha-
size the interactions and collaboration among stu-
dents, they are usually associated with mobile-
AR, multiplayer AR, or game-based AR.
2. Emphasizing location: Emphasizes learners inter-
actions with the physical environment, so mobile-
AR with location registered technology is impor-
tant. Therefore mobile technologies are often
used because mobile devices make it possible to
track learners current geographical location.
3. Emphasizing tasks: include game-based,
problem-based, and studio-based learning ap-
proaches. Due to the diverse nature of the tasks,
implementation does not necessarily rely on a
specific subset of AR technologies..
2.3 The Jigsaw Method
The Jigsaw method (Aronson, 2016) is a technique
that works as a game, hence the origin of it’s name,
from the Jigsaw Puzzle. This method consists in par-
titioning the problem into smaller problems and then
dividing them between members of the same group,
that later will explain to the other members his re-
search results on the topic. In this approach, students
become at the same time, learners and teachers, in a
collective environment.
Many studies have proven the efficiency of the
Jigsaw method. One of these studies is the work
by (Kilic, 2008), where an experiment was under-
taken involving two groups, with nearly the same
scores on a quiz taken before the experiment. One
group was then exposed to a traditional teaching
method, and the second to the Jigsaw approach. These
groups then were tested once more in a new quiz af-
ter the lessons, on the results showed that the group
exposed to the Jigsaw method, scored 92.25 out of
100.00, while the other group, exposed to the tradi-
tional method, scored 75.5.
The Jigsaw method can be summarized in three
steps:
1. Group division: The pupils will form small groups
containing from five to six students, and an activ-
ity is defined by the advisor. These activities are
divided in subtopics which the students distribute
between themselves.
2. Experts reunion: Each member of the group will
do research about their own subtopic as to famil-
iarize themselves with the content. Then, mem-
bers from the different groups that are working
on the same subtopic will gather to discuss it and
reach conclusions.
3. Group Reunion: After subtopic research, the orig-
inal groups gather once more, each subtopic being
explained to the group by their respective expert.
In the end, a quiz is given by the advisor to check
the results of each group.
3 DESIGN PATTERNS
Applications for using AR can be very diverse, there-
fore some design patterns were developed to sim-
plify the implementation in these systems. The work
of (Lamantia, 2009) states that Robert Rice, CEO of
Neogence identified 3 recurring problems in AR ap-
plications for browsers. One is that they all try to
make applications for their browsers instead of shar-
ing, another is that different applications cant share
resources, the last is the elaboration for single users.
The author proposes 4 patterns to solve these issues:
1. Heads-Up Display: Echoes the targeting and nav-
igation displays in military and other aircraft. Is
the oldest of the AR interaction patterns. Aug-
mented experiences using the Head-Up Display
pattern add information about the real objects in
view into a complete mixed-reality experience
that built-in AR tools and devices generate. While
many AR experiences rely on external devicesthat
is, external to the body, those using the Head-Up
Display pattern commonly depend on hardware
that is integral to a vehicle or cockpit-like phys-
ical setting.
Use of Augmented Reality to Support Education - Creating a Mobile E-learning Tool and using it with an Inquiry-based Approach
103
2. Tricoder: The essence of the Tricorder interaction
pattern is that it adds pieces of information to an
existing real-world experience, representing them
directly within the combined, augmented-reality,
or mixed-reality experience.
3. Holochess: The Holochess interaction pattern
adds new and wholly virtual objects directly
into the augmented experience, combining them
with existing, real objects. The virtual items in
Holochess interaction patterns often interact with
one anotherand sometimes with the real elements
of the mixed-reality experience.
4. X-Ray Vision: The X-ray Vision interaction pat-
tern simulates seeing beneath the surface of ob-
jects, people, or places, showing their internal
structure or contents. AR experiences using the
X-ray Vision pattern often use a combination of
projection and renderingfrequently, a schematic
or abstracted renderingof the object of interest, as
in Medical Augmented Reality (MAR).
There are some new strategies for AR games de-
velopment that focuses on uniting teachers and pro-
grammers in the process of game development. One
of these strategies is presented by (Tobar-Mu
˜
noz
et al., 2016). In his work, he creates a process that di-
vides participants in 6 rolls: Leaders, that manage the
project and are a bridge between teachers and devel-
opers; Designers, that design the game; Teachers, that
proposes the objectives and purposes of the game; De-
velopers, that construct the game; Researchers, that
proposes the research design; Students, who provide
desires and feedback. Even with its game focus, this
method could be considered for regular AR software
development.
4 ARCEDU - AUGMENTED
REALITY FOR CHILDREN
EDUCATION
ARCEDU (Augmented reality for children education)
is an educational tool that uses AR technology in
mobile devices. The idea is to create a system that
can help teachers identify student difficulty, motivate
them and create a collaborative environment.
With this in mind, we have defined a tool that
supports the Jigsaw methodology and offers AR re-
sources to motivate the students and enhance the
learning experience. We will make use of the
Holochess design pattern, to combine virtual items
with reality in a mixed-reality experience.
The ARCEDU system does not have restrictions
related to subjects, being limited only by the capac-
ity to create subject related content that can be used
by the software. For testing purposes, we focused on
three specific topics: math, science and geography.
For each of these subjects, markers related to the most
abstract parts of the content were defined. They can
be used when a student wants to access relevant con-
tent. For example, if he is reading about wildlife or
vegetation of a specific area in the map, with AR, we
could project virtual object of the main types of trees,
the animals or even the land relief.
The tool has been developed for Android smart-
phones, and all students can have access to the sys-
tem. However, to promote collaboration and mitigate
device-related problems, shared resources is some-
thing that should be stimulated, allocating a single
device for each group of students, increasing the via-
bility of the project and promoting an inclusive social
interaction policy, stimulating sharing and collabora-
tion. It should be observed that, as the smartphones
have Internet access, students can also enjoy the vast-
ness of accessible knowledge in the network, provid-
ing links to complementary information along with
the scanned codes, which can be filtered and regis-
tered by the teacher.
4.1 Implementation
AR is a technology almost strictly dependent on soft-
ware [Zorzal et al. 2006], facilitating distribution. But
there are few tools that support AR application de-
velopment. However, the processing cost associated
to computational vision already makes it possible to
construct digitally artificial objects of very high qual-
ity using it, with existing models that can map an en-
vironment without the aid of fiduciary markers.
The system was developed for the Android oper-
ating system, using version 4.2 ”Jelly Bean” that is
compatible with more than 80% of Android devices
connected to the Google Apps Store (newer versions
are backwards compatible) at the time of publication
of this article (Android, 2017). It also provides some
essentials which match the needs of AR, making im-
plementation possible, such as acceleration for 2D
and 3D graphics. It is reasonable to speculate that
devices that have such features have processing ca-
pacity and memory for third-party applications, thus
favoring the project.
With most of the requirements of our system sat-
isfied by features that belong to the skeleton of an
Android system, we are left with the non-essential
resources of the system, such as internet access and
camera. Most smart-phones today have cameras, with
different degrees of image definition, so we believe
the system can require the existence of a camera in
CSEDU 2017 - 9th International Conference on Computer Supported Education
104
the device. The system will also require access to the
Internet to function properly due to the need for data
synchronization.
One of the functionalities evaluated for this sys-
tem was offline operation. This feature requires that
the QR code templates be in memory, thus consuming
resources that may not even exist, so it is something to
be considered in practical final applications. Another
limitation of cell phones is the size of the display,
which can vary significantly in resolution, size and
density of pixels, between devices. For this we will
need to create system that adapts to different sizes,
keeping the proportions on the display, something that
is fortunately already natively supported in Android
development through SDK.
One of the limitations that have been abstracted is
the efficiency of the batteries of these devices, some-
thing that despite having a negative impact on usabil-
ity, can not be circumvented and can be solved by the
use of external chargers and batteries, enabling a sat-
isfactory time of use. Fortunately, most smartphones
run for a few hours at full load, using network and
real-time interaction.
To implement the resources that involve AR, the
ARToolKit library will be used. It offers several func-
tionalities through markers, such as add, recognize,
design objects relative to their positions and manip-
ulate these objects [ARToolKit 2016]. For develop-
ment purposes the Unity3D tool was chosen for sim-
plicity,as it is fully compatible with ARToolKit by
means of the plugin ARUnity available on the official
ARToolKit.2 page.
4.2 Structure
To offer the desired capabilities, ARCEDU has been
divided in three modules: reading of AR markers for
access to content; activities, that implements the Jig-
saw method; and a game module, that makes learning
fun.
4.2.1 Marker Reader
This module will be used for AR general purpose
reading, for books with AR markers of any subject.
For this proposal, we will have a graphical interface
that merges AR reading and some other features. The
first feature allows the user to, after performing a suc-
cessful reading, effectively rotate the object shown on
the display using buttons for convenience, shown in
specific regions on the screen. Thus, an object in 3D
is projected from a valid marker, relative to the po-
sition and distortion of the pattern. This will create
an illusion of the object that is related to the subject,
in the current context, that can be rotated for better
observing with a touch on the screen.
Another function that is present in this module is
the display of links through buttons in a hidden panel,
that is displayed when the user reads a marker and
then clicks on a button to open the panel. These links
can be inserted by teachers as additional source of in-
formation about the object that is shown and will open
a browser on click with the respective link.
For the last part, there is another button that is also
only shown after identifying an object, that allows the
user to change the displayed content, this is useful for
showing different aspects of a object, like the insides,
a specific component or something entirely different
yet still related to the same subject.
Figure 1: ARToolKit AR reader module, reading a pa-
per marker.
4.2.2 Activities
This module helps the teacher make use of Jigsaw
methodology. The students can create groups or se-
lect an existing one, read a marker to load an activ-
ity, handed out by the teacher, and then divide the
subtopics however they agree. At the end of the activ-
ity, they can answer a quiz, that should be done after
their research, generating a score that can be sent to a
teachers e-mail if Internet connection is present. This
can help tutors evaluate the students and keep track of
who has more difficulty, focusing his efforts on those
who score poorly.
4.2.3 Games
In recent years, researchers have seen the potential in
games for educational purposes. According to (Gray,
2015) games are not bad for children, instead they
are potentially beneficial and can help development
of cognitive skills. If interesting, they should be stim-
ulated and can help improve attributes such as: per-
ception, attention, memory and decision making. For
(Gray, 2012), video game addiction is a symptom,
not a cause, and is related to general addiction prob-
lems. Considering options with an open mind is es-
Use of Augmented Reality to Support Education - Creating a Mobile E-learning Tool and using it with an Inquiry-based Approach
105
(a) Main Menu. (b) Choose a group.
(c) Choose a topic for
each member.
(d) Read the activity
marker.
(e) select a member to
start a quiz.
Figure 2: ARCEDU systems activity module, in order,
from left to right, top to bottom.
sential, as not every category of games is instruc-
tive (Hogle, 1996). According to him, the good games
are fun, motivational and offer the right quantity of
challenges, something that some classrooms already
make use of.
This third module is a game library that contains
games that make use of AR technology. These games
aim to motivate the kids that naturally tend to get
excited over different technologies. Another benefit
from this module is the training in using the AR sys-
tem for games, which can help use the other AR mod-
ule present in this system. The games inserted could
be puzzles, logic or of any other nature, as the main
focus is in the entertainment purpose for this applica-
tion.
5 CONCLUSION
In this work, we proposed a system to support learn-
ing for children, with a solution that merges a soft-
ware and the Jigsaw learning method. Besides all
the advantages of using AR systems listed in this pa-
per, the choice of a mobile device allows the user to
move while using the system. A simulation created
by adding virtual objects to the environment added to
the freedom. A mobile device can help reduce immer-
sion of the digital world while still taking advantage
of its benefits. The choice to add games to the system
creates a fun and less stressful way to get children’s
attention to the system and therefore to learning.
If built correctly, AR education tools can help
students learn and allows their teachers to evaluate
their skills more precisely. Active learning techniques
changes the roll of students and teachers in the class-
room, creating a more cooperative environment and
also helps students develop their learning skills. The
ARCEDU system is entirely based on this notion, and
uses the Jigsaw method to create a more favorable
context, allowing to take better advantage of the sys-
tems features.
For future works, there are changes that can be
made in this system and modules that can be added
to raise its value for educational goals. Communi-
cation between groups members of the same topic
in different devices through the Internet is an impor-
tant functionality. To be able to download quiz and
object resources from a server dynamically, allowing
the teacher to add content and update to every user at
once, is also interesting.
A suggestion related to the device choice, is to
watch out for smartglasses, for they could prove to be
a better choice than a mobile device, if it gets popu-
lar. They may even facilitate the use of X-Ray Vision
design pattern, making it easier to see inside or under
an object.
CSEDU 2017 - 9th International Conference on Computer Supported Education
106
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