Enhancing Users’ Interactions in Mobile Augmented Reality Systems
Through Fuzzy Logic-Based Modelling of Computer Skills
Christos Troussas
a
, Christos Papakostas
b
and Cleo Sgouropoulou
c
Department of Informatics and Computer Engineering, University of West Attica, Egaleo, Greece
Keywords: Fuzzy Logic, Mobile Augmented Reality, Spatial Ability Training, Intelligent Tutoring System, Computer
Skills, Feedback, Assistive Messages, Personalization.
Abstract: Mobile augmented reality (AR) systems offer exciting opportunities for blending digital content with the real
world. However, engagement in mobile AR environments mainly relies on users’ computer skills, which vary
among users and impact their ability to utilize this technology. This research addresses this gap in
understanding the influence of users’ computer skills on interactions in mobile AR. In view of the above, this
paper presents a fuzzy logic-based model to assess and refine users’ computer skills in the context of mobile
AR systems. Modelling the users' computer skills, the system is responsible for providing personalized
assistive messages and feedback. These messages are designed to align with the fuzzy weights that have been
established, enhancing users’ interactions within the mobile AR environment. The presented approach is
integrated in a personalized mobile AR system for spatial ability training. The evaluation results demonstrate
a highly positive outlook. A major conclusion of this work is that fuzzy logic modelling has significant
potential to enhance user experiences and drive advancements in mobile augmented reality technology.
1 INTRODUCTION
Current research advancements in the field of
augmented reality (AR) technology, including mobile
AR, have revealed important opportunities for
different applications, either for entertainment
purposes (e.g., gaming) or education and professional
training purposes (Papakostas et al., 2021). Mobile
AR offers to users an experience blending digital and
physical world, where virtual elements are integrated
into the real environment through the use of mobile
devices (White et al., 2019). However, despite the
potential benefits that mobile AR may offer, there are
several challenges for the users, interacting with these
systems. These challenges can arise from the lack of
familiarity with the technology, limited computer
skills, or lack of knowledge regarding the capabilities
and functionalities of such systems (Verma et al.,
2022).
Indeed, computer skills and knowledge of users
can play a crucial role in determining their ability to
effectively interact with mobile AR systems. Users
a
https://orcid.org/0000-0002-9604-2015
b
https://orcid.org/0000-0002-5157-347X
c
https://orcid.org/0000-0001-8173-2622
who have a higher level of computer skills and
knowledge are more likely to easily navigate and
utilize the features and functionalities of mobile AR
applications. On the other hand, users with limited
computer skills may face difficulties in understanding
and utilizing the various interaction types or
functionalities offered by mobile AR. Therefore, it
becomes imperative to model users’ computer skills
and knowledge (Irshad et al., 2021; Virvou et al.,
2012; Virvou & Troussas, 2011) in order to enhance
the way of interaction and overall experience with
mobile AR systems.
There are various techniques available to model
users' computer skills and knowledge in the context of
mobile AR systems. One such technique is fuzzy logic
(Campanella, 2021; Krouska et al., 2019; Troussas et
al., 2020), which allows for the representation and
analysis of imprecise and uncertain information. Fuzzy
logic provides a flexible framework for capturing and
reasoning about the vagueness and uncertainty
associated with users' computer skills. By employing
fuzzy logic-based models, it becomes possible to
Troussas, C., Papakostas, C. and Sgouropoulou, C.
Enhancing Users’ Interactions in Mobile Augmented Reality Systems Through Fuzzy Logic-Based Modelling of Computer Skills.
DOI: 10.5220/0012204300003584
In Proceedings of the 19th International Conference on Web Information Systems and Technologies (WEBIST 2023), pages 381-390
ISBN: 978-989-758-672-9; ISSN: 2184-3252
Copyright © 2023 by SCITEPRESS Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
381
assess users' computer skills on a continuum rather
than a binary classification. This enables a more
nuanced understanding of users' proficiency levels and
allows for personalized interaction experiences in
mobile AR systems.
Enhancing user interaction in mobile AR systems
can be achieved through the implementation of
various techniques, such as providing feedback and
delivering informative messages (Kassim et al., 2017;
Troussas et al., 2021). Feedback mechanisms can
guide users, provide assistance, and offer real-time
suggestions to enhance their understanding and
utilization of mobile AR features. Messages can be
delivered to inform users about specific
functionalities, tips, or updates related to the mobile
AR application they are using. These enhancements
aim to improve the user experience, increase
engagement, and facilitate effective interactions in
mobile AR environments.
Analysing the literature on mobile AR systems, it
is obvious that it has witnessed significant growth
throughout the last years. The studies mainly focus on
ameliorating the user experience, rendering the
interface user-friendly, providing new forms of
interaction (Han et al., 2022; Ito & Nakajima, 2021;
Kim et al., 2022; Lee et al., 2020; Linowes, 2021; Lo
& Lai, 2021; Petrovic et al., 2021; Qiao et al., 2019;
Vardhan et al., 2022; C. Wang et al., 2019; Y. Wang
et al., 2021; Xu et al., 2022; Zhao & Guo, 2022; Zhou
et al., 2020) as well as injecting intelligence in such
systems for the purposes of modeling users,
knowledge, etc. (Leon Garza et al., 2020; Papakostas
et al., 2022, 2023; Peña-Rios et al., 2016, 2017;
Strousopoulos et al., 2023). The intelligence in these
systems can be achieved using various techniques,
including fuzzy logic.
This paper focuses on the investigation of users’
computer skills and their impact on interactions
within mobile AR systems. Towards this direction, a
fuzzy logic-based model is presented to assess and
refine users’ computer skills in the context of mobile
AR. The assessment of computer knowledge in
relation to users’ interaction with the mobile AR
environment was conducted using a questionnaire,
being developed by experts in the field and
specifically targeted the various aspects of mobile AR
interaction. The presented approach is integrated into
a personalized mobile AR system for spatial ability
training, where assistive messages and feedback are
delivered based on the established fuzzy weights.
Evaluation results demonstrate a highly positive
outlook, highlighting the potential of fuzzy logic
modeling to enhance user experiences and drive
advancements in mobile AR technology.
2 FUZZY WEIGHTS
Providing assistance to users of mobile augmented
reality systems involves considering their computer
skills, which is a complex task accompanied by
uncertainty. For our study, we utilized a questionnaire
developed by a panel of 15 informatics faculty
members from public universities. The questionnaire
consisted of 10 questions; each assigned a score
ranging from lower to higher proficiency. Participants
were instructed to select one of the given options for
each question, with each option corresponding to a
specific grade (e.g., one grade for option A, two
grades for option B, etc.); the maximum grading for
each participant was set at 40. The questionnaire was
designed to assess participants’ familiarity and
proficiency in various aspects of mobile augmented
reality systems. Its questions explored their previous
experiences, comfort levels, and knowledge related to
AR technology and its integration with other digital
tools or platforms.
For instance, it is challenging to definitively
classify a user with a computer knowledge test score
of 7.5/10 as either good or very good, as both
classifications have some level of truth. To address
this challenge, fuzzy logic offers a suitable solution.
In this approach, learners' computer skills are
represented by four fuzzy weights: Novice (N), Basic
(B), Advanced (A), and Proficient (P), each
characterized by trapezoidal membership functions
(Table 1, Figure 1). These functions are defined by
four boundary values (a1, a2, a3, a4), where the
degree of membership gradually increases from 0 to
1 between a1 and a2, remains constant at 1 between
a2 and a3, and decreases from 1 to 0 between a3 and
a4. Trapezoidal membership functions were chosen
because they accurately capture the interval where
students' scores fully belong to a specific knowledge
category.
As previously mentioned, the current level of
computer knowledge of a user in AR interactions is
represented using the membership functions
discussed earlier. These membership functions define
the values of the fuzzy weights, ranging from 0 to 1.
A value of 1 for the knowledge level indicates that the
user has achieved mastery in the domain and
possesses comprehensive knowledge. Consequently,
the total value of each divided fuzzy set represents the
knowledge level of a domain learning unit and sums
up to 1, as shown by the equation 𝜇
𝑥
+𝜇
𝑥
+
𝜇
𝑥
+𝜇
𝑥
=1.
WEBIST 2023 - 19th International Conference on Web Information Systems and Technologies
382
Table 1: Membership functions.
Computer Knowledge Level
Membership Function
Novice (N)
𝜇
𝑥
=
1𝑥10
1
𝑥10
5
10𝑥15
0𝑥15
Basic (B)
𝜇
𝑥
=
𝑥10
5
10 𝑥15
1 15𝑥20
1
𝑥20
5
20𝑥25
0 𝑥10 𝑜𝑟 𝑥25
Advanced (A)
𝜇
𝑥
=
𝑥20
5
20𝑥25
1 25𝑥35
1
𝑥35
2
35𝑥37
0 𝑥20 𝑜𝑟 𝑥37
Proficient (P)
𝜇
𝑥
=
𝑥35
2
35𝑥37
137𝑥40
0𝑥40
Figure 1: Schemes of Fuzzy Weights.
The determination of the fuzzy weights and the
thresholds for their membership functions was carried
out by 15 faculty members from public universities
specializing in informatics. These faculty members
were asked to provide descriptive definitions of
learners' computer knowledge levels throughout the
learning process, as well as the ranges of achievement
describing each knowledge level. With over 12 years
of experience in university contexts, the faculty
members possess the expertise necessary to
accurately depict users' computer knowledge skills.
3 ASSISTIVE MESSAGES
DELIVERY
In this section, we provide a comprehensive overview
of the assistive messages and feedback that are
specifically customized to align with the previously
established fuzzy weights. These personalized
messages are delivered to users at different stages of
their interaction with the mobile AR environment,
aiming to enhance their overall experience and
facilitate their engagement with the technology.
Each fuzzy weight encompasses several
categories of assistive messages (see subsections
3.1.1, 3.1.2, 3.1.3, 3.2.1, 3.2.2, 3.2.3, 3.3.1, 3.3.2,
3.3.3, 3.4.1, 3.4.2, 3.4.3, 3.4.4) that can be provided
to the user in a random way. For example, under the
novice user category, there exist message categories
such as "Getting Started", "Navigation and
Exploration", and "Help and Guidance". Once the
system determines the user’s fuzzy weight, it is
responsible for selecting the most suitable category
for delivery on each occasion. To accomplish this, the
system utilizes an if-then algorithmic approach that
takes into account the user’s interaction history, as
well as the current task or context. Within each
category, the system randomly selects a message to
deliver to the specific user, ensuring a personalized
and tailored experience.
3.1 Feedback to Novice Users
Novice users, characterized by their limited or no
prior experience with AR systems, necessitate
comprehensive guidance and step-by-step
instructions. The personalized feedback messages
designed for this user group fall into three primary
categories.
3.1.1 Category: Getting Started
Novices are welcomed to the world of augmented
reality and introduced to basic features through step-
by-step instructions. Instructions include tapping on
virtual objects for interaction and maintaining an
appropriate distance for optimal engagement. An
illustration of a message is: “To interact with virtual
objects, simply tap on them. Try tapping on the
floating cube to see it respond!”.
3.1.2 Category: Navigation and Exploration
Novices are guided on navigation within the AR
environment, encouraging them to explore and
discover virtual content. An emphasis is placed on the
Enhancing Users’ Interactions in Mobile Augmented Reality Systems Through Fuzzy Logic-Based Modelling of Computer Skills
383
use of the on-screen guide and user manual as sources
of assistance when needed. An illustration of a
message is: “To navigate through the AR
environment, swipe left, right, up, or down to move
around and discover more virtual content”.
3.1.3 Category: Help and Guidance
Novices are reassured that they can refer to the user
guide for detailed explanations and helpful tips. The
availability of in-app support is highlighted,
promoting self-paced learning and confidence
building. An illustration of a message is: If you need
assistance at any point, tap on the help icon in the
menu to access the FAQ section or get in-app support
from our team”.
3.2 Feedback to Basic Users
Basic users have acquired some familiarity with AR
systems and mobile devices, allowing them to
perform common tasks. Nevertheless, they may
require occasional assistance or reference materials
for more advanced features. The personalized
feedback messages tailored to this user group
encompass three primary categories.
3.2.1 Category: Enhancing Interaction
Basic users are congratulated for their familiarity with
augmented reality and encouraged to enhance their
interaction skills. They are guided to experiment with
different gestures and tapping techniques for various
virtual object interactions. An illustration of a
message is: “To interact with virtual objects, tap on
them, and observe how they respond. You can also try
using long presses or double taps for additional
actions”.
3.2.2 Category: Exploring Advanced
Features
Basic users are prompted to explore the settings menu
to customize preferences, thus delving into more
advanced features. Recommendations include
adjusting sensitivity settings and experimenting with
additional features like voice commands. An
illustration of a message is: “Adjust the sensitivity of
your device’s motion tracking to ensure a smoother
and more immersive augmented reality experience”.
3.2.3 Category: Assistance and Resources
Basic users are advised to refer to the user guide for
detailed explanations and troubleshooting tips,
particularly when encountering challenges. The
availability of a help section within the app,
comprising FAQs and video tutorials, is emphasized
to provide valuable insights and guidance. An
illustration of a message is: “If you encounter any
challenges or have questions about specific features,
refer to the user guide for detailed explanations and
troubleshooting tips”.
3.3 Feedback to Advanced Users
Advanced users demonstrate a comprehensive
understanding of AR systems and are proficient in
utilizing their features. These users can navigate
complex interfaces, customize settings, interact
seamlessly with virtual objects, and troubleshoot
common issues. The personalized feedback messages
for advanced users span three primary categories.
3.3.1 Category: Mastering Advanced
Interactions
Advanced users are acknowledged for their mastery
of the basics and encouraged to explore complex
interactions confidently. Suggestions include
experimenting with advanced gestures and exploring
hand or body tracking options for more natural
interactions. An illustration of a message is:
“Consider exploring hand tracking or body tracking
options for a more immersive and natural interaction
with the augmented reality environment”.
3.3.2 Category: Customization and
Optimization
Advanced users are guided toward customizing and
optimizing their AR experience.
They are encouraged to explore advanced settings,
including shaders, level of detail (LoD), and
occlusion culling, to maximize performance and
visual quality. An illustration of a message is:
“Explore the advanced settings to enable features like
occlusion, physics simulations, or real-time
reflections. Push the boundaries of realism and create
captivating AR scenes”.
3.3.3 Category: Troubleshooting and
Support
Advanced users are recognized for their
troubleshooting skills and encouraged to share their
knowledge with the community. Recommendations
include staying updated with software releases and
reaching out to dedicated support teams for more
complex issues. An illustration of a message is: “Stay
WEBIST 2023 - 19th International Conference on Web Information Systems and Technologies
384
updated with the latest software updates and firmware
releases to ensure compatibility, stability, and access
to new features and improvements”.
3.4 Feedback to Proficient Users
Proficient users are highly skilled and experienced,
possessing in-depth knowledge of advanced features
and the ability to optimize system performance. They
may even have the capacity to develop or customize
their own augmented reality experiences. The
personalized feedback messages tailored to this user
group encompass four primary categories.
3.4.1 Category: Unleashing Creative
Potential
Proficient users are welcomed as AR experts, with an
emphasis on their valuable knowledge and skills.
They are encouraged to leverage their expertise to
push the boundaries of augmented reality and develop
unique, interactive narratives or games. An
illustration of a message is: “Welcome, AR expert!
Your knowledge and skills are highly valuable. Use
your expertise to push the boundaries of augmented
reality and unleash your creative potential”.
3.4.2 Category: Performance Optimization
and Customization
Proficient users are prompted to optimize system
performance and visual quality. Suggestions include
fine-tuning advanced settings, experimenting with
lighting and shadow techniques, and implementing
optimization strategies. An illustration of a message
is: “Experiment with advanced lighting and shadow
techniques to add depth and realism to your AR
scenes. Leverage the full potential of the rendering
engine to create visually stunning experiences”.
3.4.3 Category: Collaboration and Sharing
Proficient users are encouraged to share their
expertise with the AR community through forums,
online communities, or developer conferences. They
are advised to consider publishing their AR
experiences or apps on dedicated platforms to reach a
wider audience. An illustration of a message is:
“Share your expertise with the AR community!
Engage in forums, online communities, or developer
conferences to exchange knowledge, collaborate on
projects, and inspire others with your creations.”.
3.4.4 Category: Cutting-Edge Research and
Innovation
Proficient users are recognized as pioneers of AR
innovation. They are encouraged to stay informed
about the latest advancements, explore cutting-edge
areas, and contribute to the field through research,
development, and mentoring. An illustration of a
message is: “You are at the forefront of AR
innovation! Stay informed about the latest
advancements, research papers, and emerging
technologies to continue expanding your expertise”.
4 EVALUATION
In this section, we present the evaluation of the
system’s performance and effectiveness.
4.1 Descriptive Analysis
The evaluation process spanned an entire academic
semester and involved the concept of spatial ability
training tutoring in the context of the undergraduate
course "Educational Technologies and IT Didactics"
of a public university located in the capital city of the
country. The evaluation included the participation of
80 undergraduate students. It is worth noting that the
measurements of gender and age were obtained from
a randomly selected sample and did not influence the
research findings.
Table 2: Questionnaire.
Constructs Question
Personalization Rate the effectiveness of the
feedback messages you received
regarding your AR usage and
p
roficienc
y
.
How well did the personalized
feedback messages address your
specific areas of improvement and
help you enhance your understanding
and skills in AR?
Design Rate the user interface of the AR
a
pp
lication
y
ou used.
How intuitive and user-friendly was
the user interface of the AR
application in terms of navigation,
interactions, and accessing features?
User
experience
How would you rate your overall
user experience with the AR
application?
How likely are you to recommend it
to others who are interested in
ex
p
lorin
g
AR technolo
gy
?
Enhancing Users’ Interactions in Mobile Augmented Reality Systems Through Fuzzy Logic-Based Modelling of Computer Skills
385
The questionnaire (Table 2) aims to assess
participants' knowledge, experience, and comfort
level with augmented reality (AR) technology. The
questionnaire consists of four questions that cover
various aspects of AR, including knowledge, usage,
proficiency, familiarity with virtual objects, comfort
with mobile devices, experience in creating AR
experiences, familiarity with different AR
technologies, troubleshooting skills, and integration
of AR with digital tools. The responses will provide
valuable insights into the participants' understanding
and proficiency in AR, which can help in identifying
areas for improvement and tailoring future AR-
related initiatives to their needs.
To conduct a descriptive analysis of the
questionnaire responses, the authors summarized the
data by calculating the frequency for each question
(Figure 2).
Based on the responses from the participants, the
descriptive analysis reveals interesting insights about
their knowledge, experience, and comfort level with
AR technology.
The descriptive analysis of the effectiveness of
feedback messages regarding AR usage and
proficiency reveals that the majority of participants
found the feedback to be helpful. Combining the
“extremely helpful” and “very helpful” categories,
53.75% of participants rated the feedback as highly
beneficial. This indicates that the feedback messages
provided valuable insights and guidance for
improving participants' understanding and skills in
AR. However, there is room for improvement, as
18.75% of participants expressed lower levels of
effectiveness. This highlights the importance of
tailoring feedback to address individual areas of
improvement and accommodating varying levels of
proficiency.
Analyzing the effectiveness of personalized
feedback messages in addressing specific areas of
improvement, the results indicate that a considerable
number of participants (62.5%) felt that the feedback
addressed their needs either “very well” or “well”.
This demonstrates that the personalized feedback
messages were effective in targeting specific areas of
improvement and enhancing participants'
understanding and skills in AR. However, it is
essential to address the concerns of the participants
who found the feedback to be less effective (15%) to
ensure a comprehensive and tailored approach.
Regarding the user interface of the AR
application, the analysis shows that the majority of
participants (71.25%) rated it as either “excellent” or
“good”. This indicates a positive evaluation of the
application's design and usability, suggesting that the
user interface provided a satisfactory experience for
most participants. However, the ratings for the user
interface were not uniformly positive, with 10%
expressing lower satisfaction levels. This highlights
the importance of continuous improvement and
refining the user interface to cater to a wide range of
user preferences and needs.
Overall, the participants' ratings for their overall
user experience with the AR application are positive.
The majority (68.75%) rated their experience as
either “excellent” or “good”. This suggests that the
AR application provided a positive user experience
Figure 2: Frequency of the answers in stacked-bar mode.
15
20
25
18
25
30
28
30
32
35
30
35
22
18
15
20
15
10
10
10
6
5
6
4
5
2
2
2
4
1
0% 10% 20% 30% 40% 50% 60% 70% 80% 90%100%
Rate the effectiveness of the feedback messages
you received regarding your AR usage and
proficiency.
How well did the personalized feedback messages
address your specific areas of improvement and
help you enhance your understanding and skills…
Rate the user interface of the AR application you
used.
How intuitive and user-friendly was the user
interface of the AR application in terms of
navigation, interactions, and accessing features?
How would you rate your overall user experience
with the AR application?
How likely are you to recommend it to others who
are interested in exploring AR technology?
WEBIST 2023 - 19th International Conference on Web Information Systems and Technologies
386
for most participants, indicating that it met their
expectations in terms of performance, usability, and
enjoyment. However, a small percentage of
participants (12.5%) rated their experience as average
or poor, indicating areas where the application could
be improved to enhance user satisfaction.
Regarding the likelihood of recommending the
AR application to others interested in exploring AR
technology, the analysis reveals a positive inclination
among participants. A significant majority (81.25%)
expressed a likelihood of recommending the
application, either “very likely” or “likely”. This high
recommendation potential indicates that participants
perceived the AR application as valuable and
beneficial, indicating a positive overall impression.
However, it is crucial to address the concerns of
participants who expressed reluctance or neutrality
(6.25%) to maximize the application's potential reach
and impact.
In conclusion, the descriptive analysis provides
valuable insights into participants' perceptions and
experiences with AR technology. It highlights the
effectiveness of feedback messages, the usability of
the application's user interface, the overall user
experience, and the likelihood of recommendation.
These insights can be used to inform further
improvements and refinements to the feedback
process, user interface design, and overall AR
experience, ultimately enhancing participants’
engagement, satisfaction, and proficiency in AR
technology.
4.2 Statistical Analysis
The instructors divided the population into two
groups, each consisting of 40 students. One group,
known as the experimental group, was instructed to
utilize an AR application that included feedback
messaging. In contrast, the second group, referred to
as the control group, did not have access to the
feedback generation module.
Adaptive feedback messaging plays a significant
role in evaluating the effectiveness of an intelligent
tutoring system that incorporates personalized
feedback through fuzzy logic. In this regard, a
questionnaire was administered to assess users'
perceptions of the system's ability to personalize the
feedback.
To determine whether there is a statistically
significant difference in personalized messages
between students who used the AR application with
personalized feedback and those who did not, a t-test
analysis was conducted. The t-test analysis involved
the following steps:
Definition of the null hypothesis (H0) and
alternative hypothesis (H1) based on the
research question and objectives.
Selection of the significance level (alpha) to
determine the threshold for accepting or
rejecting the null hypothesis. We used .05 value
for alpha.
Data collection from both the experimental
group and the control group.
Calculation of the mean scores of the two
groups separately, representing the perceptions
of personalized messages.
Calculation of the variance for each group,
which provides an indication of the spread or
variability in the data.
Calculation of the t-test, which compares the
means of the two groups and assesses whether
the difference is statistically significant.
Determination of the p-value associated with
the calculated t-statistic. The critical value is
compared to the significance level (alpha) to
determine if the null hypothesis should be
rejected or not.
Interpretation of the results: If the p-value is
less than the significance level, the null
hypothesis is rejected, indicating a statistically
significant difference in personalized messages
between the two groups. On the other hand, if
the p-value is greater than the significance
level, the null hypothesis is not rejected,
suggesting no statistically significant
difference between the groups.
At the end of the semester, both the experimental
and control groups were given a questionnaire to
complete. The questionnaire utilized a 5-point Likert
scale, where participants could indicate their
agreement or disagreement on a scale from 1
(strongly disagree) to 5 (strongly agree).
To conduct a t-test analysis between the
experimental group and the control group regarding
the effectiveness of the feedback messages received
regarding AR usage and proficiency, we compared
the ratings provided by the two groups. The t-test
determined if there is a significant difference between
the means of the two groups.
First, we set up the null hypothesis (H0) and the
alternative hypothesis (H1):
H0: There is no significant difference in the
effectiveness of feedback messages between the
experimental and control groups.
H1: There is a significant difference in the
effectiveness of feedback messages between the
experimental and control groups.
Enhancing Users’ Interactions in Mobile Augmented Reality Systems Through Fuzzy Logic-Based Modelling of Computer Skills
387
Next, we performed a t-test analysis using the
ratings provided by the two groups, calculating the t-
value and p-value (Table 3).
Table 3: t-test results.
Grou
A Grou
p
B
Mean 4.129 3.083
Variance 0.558 0.742
Observations 40 40
Hypothesized Mean
Difference
0
df 186
t Stat 11.400
P (T ≤ t) one-tail < .001
t Critical one-tail 1.582
P
(
T ≤ t
)
two-tail < .001
t Critical two-tail 1.861
Based on the t-value and degrees of freedom, we
can determine the statistical significance of the
results. The p-value is below the predetermined
significance level of .05, so we reject the null
hypothesis and conclude that there is a significant
difference in the effectiveness of feedback messages
between the experimental and control groups.
The t-test analysis reveals a t-statistic of 11.400.
With 186 degrees of freedom, the p-value for a one-
tailed test is less than 0.001. This indicates that the
observed difference in the effectiveness of feedback
messages between the two groups is statistically
significant.
The null hypothesis (H0) assumes no significant
difference between the two groups, while the
alternative hypothesis (H1) suggests a significant
difference. Given that the p-value is less than the
chosen significance level, we reject the null
hypothesis and conclude that there is a significant
difference in the effectiveness of feedback messages
between the experimental and control groups.
Furthermore, the t-test results provide evidence
that the mean effectiveness rating for the
experimental group (M = 4.129) is significantly
higher than the mean effectiveness rating for the
control group (M = 3.083). This suggests that the
feedback messages received by the participants in the
experimental group were more effective in enhancing
their understanding and skills in AR compared to the
control group.
5 CONCLUSIONS
This paper presents a novel approach for enhancing
users’ interactions in mobile augmented reality
systems through the application of fuzzy logic-based
modelling of computer skills. The proposed fuzzy
logic model allows for personalized delivery of
assistive messages and feedback tailored to individual
users’ computer skills, enabling them to navigate and
utilize mobile AR environments effectively.
The evaluation results demonstrate the effectiveness
of the approach, emphasizing the potential of fuzzy
logic modelling to refine users’ interactions and pave
the way for future advancements in mobile AR
technology.
Future plans involve the development of a hybrid
algorithmic approach that combines fuzzy logic with
machine learning techniques. We will explore how
this approach will affect accuracy and adaptability in
tailoring messages to individual users’ needs and
preferences.
REFERENCES
Campanella, P. (2021). Neuro-Fuzzy Learning in Context
Educative. 2021 19th International Conference on
Emerging ELearning Technologies and Applications
(ICETA), 58–69. https://doi.org/10.1109/ICETA541
73.2021.9726657
Han, Y., Chen, Y., Wang, R., Wu, J., & Gorlatova, M. (2022).
Intelli-AR Preloading: A Learning Approach to
Proactive Hologram Transmissions in Mobile AR. IEEE
Internet of Things Journal, 9(18), 17714–17727.
https://doi.org/10.1109/JIOT.2022.3159554
Irshad, S., Rambli, D. R. A., & Sulaiman, S. (2021). Design
and Implementation of User Experience Model for
Augmented Reality Systems. Proceedings of the 18th
International Conference on Advances in Mobile
Computing & Multimedia, 48–57. https://doi.org/
10.1145/3428690.3429169
Ito, G., & Nakajima, T. (2021). Expanding the Interaction
Space using Hand-Held-AR with Hearing Support. 2021
Thirteenth International Conference on Mobile
Computing and Ubiquitous Network (ICMU), 1–6.
https://doi.org/10.23919/ICMU50196.2021.9638926
Kassim, R., Johari, J., Rahim, M., & Buniyamin, N. (2017).
Lecturers’ perspective of student online feedback system:
A case study. https://doi.org/10.1109/ICEED.2017.82
51186
Kim, S., Jang, H., Oh, K. T., Oh, S. Y., Kim, D., Woo, W.,
Lee, J., Ahn, J., & Yoon, S. H. (2022). Bring Store in My
Room: AR Store Authoring System for Spatial
Experience in Mobile Shopping. 2022 IEEE
International Symposium on Mixed and Augmented
Reality Adjunct (ISMAR-Adjunct), 654–656. https://doi.
org/10.1109/ISMAR-Adjunct57072.2022.00135
Krouska, A., Troussas, C., & Sgouropoulou, C. (2019).
Fuzzy logic for refining the evaluation of learners’
performance in online engineering education. European
WEBIST 2023 - 19th International Conference on Web Information Systems and Technologies
388
Journal of Engineering and Technology Research, 4(6),
50–56. https://doi.org/10.24018/ejeng.2019.4.6.1369
Lee, B., Kim, J., & Jung, S.-U. (2020). Light-weighted
Network based Human Pose Estimation for Mobile AR
Service. 2020 International Conference on Information
and Communication Technology Convergence (ICTC),
1609–1612. https://doi.org/10.1109/ICTC49870.2020.9
289085
Leon Garza, H., Hagras, H., Peña-Rios, A., Owusu, G., &
Conway, A. (2020). A Fuzzy Logic Based System for
Cloud-based Building Information Modelling Rendering
Optimization in Augmented Reality.
https://doi.org/10.1109/FUZZ48607.2020.9177659
Linowes, J. (2021). Augmented Reality with Unity AR
Foundation: A practical guide to cross-platform AR
development with Unity 2020 and later versions. Packt
Publishing.
Lo, J.-H., & Lai, Y.-F. (2021). Effects of Incorporating AR-
based Mobile Learning System on Elementary School
Students&#x2019; Perceived Usefulness of M-learning.
2021 IEEE 3rd Eurasia Conference on Biomedical
Engineering, Healthcare and Sustainability (ECBIOS),
169–172. https://doi.org/10.1109/ECBIOS51820.2021.9
510571
Papakostas, C., Troussas, C., Krouska, A., & Sgouropoulou,
C. (2021). Exploration of Augmented Reality in Spatial
Abilities Training: A Systematic Literature Review for
the Last Decade. Informatics in Education, 20(1), 107–
130. https://doi.org/10.15388/infedu.2021.06
Papakostas, C., Troussas, C., Krouska, A., & Sgouropoulou,
C. (2022). Personalization of the Learning Path within an
Augmented Reality Spatial Ability Training Application
Based on Fuzzy Weights. Sensors, 22(18).
https://doi.org/10.3390/s22187059
Papakostas, C., Troussas, C., Krouska, A., & Sgouropoulou,
C. (2023). Modeling the Knowledge of Users in an
Augmented Reality-Based Learning Environment Using
Fuzzy Logic. In A. Krouska, C. Troussas, & J. Caro
(Eds.), Novel & Intelligent Digital Systems: Proceedings
of the 2nd International Conference (NiDS 2022) (pp.
113–123). Springer International Publishing.
https://doi.org/10.1007/978-3-031-17601-2_12
Peña-Rios, A., Hagras, H., Gardner, M., & Owusu, G. (2017).
A fuzzy logic based system for geolocated augmented
reality field service support. https://doi.org/10.11
09/FUZZ-IEEE.2017.8015477
Peña-Rios, A., Hagras, H., Owusu, G., & Gardner, M. (2016).
A Fuzzy Logic based system for Mixed Reality assistance
of remote workforce. https://doi.org/10.1109/FUZZ-
IEEE.2016.7737716
Petrovic, N., Roblek, V., Khokhobaia, M., & Gagnidze, I.
(2021). AR-Enabled Mobile Apps to Support Post
COVID-19 Tourism. https://doi.org/10.1109/TELSIKS
52058.2021.9606335
Qiao, X., Ren, P., Dustdar, S., Liu, L., Ma, H., & Chen, J.
(2019). Web AR: A Promising Future for Mobile
Augmented Reality—State of the Art, Challenges, and
Insights. Proceedings of the IEEE, 107(4), 651–666.
https://doi.org/10.1109/JPROC.2019.2895105
Strousopoulos, P., Papakostas, C., Troussas, C., Krouska, A.,
Mylonas, P., & Sgouropoulou, C. (2023). SculptMate:
Personalizing Cultural Heritage Experience Using Fuzzy
Weights. Adjunct Proceedings of the 31st ACM
Conference on User Modeling, Adaptation and
Personalization, 397–407. https://doi.org/10.1145/3563
359.3596667
Troussas, C., Krouska, A., & Sgouropoulou, C. (2020).
Dynamic Detection of Learning Modalities Using Fuzzy
Logic in Students’ Interaction Activities. In V. Kumar &
C. Troussas (Eds.), Intelligent Tutoring Systems (pp.
205–213). Springer International Publishing.
https://doi.org/10.1007/978-3-030-49663-0_24
Troussas, C., Krouska, A., & Sgouropoulou, C. (2021).
Impact of social networking for advancing learners’
knowledge in E-learning environments. Education and
Information Technologies, 26(4), 4285–4305.
https://doi.org/10.1007/s10639-021-10483-6
Vardhan, H., Saxena, A., Dixit, A., Chaudhary, S., & Sagar,
A. (2022). AR Museum: A Virtual Museum using
Marker less Augmented Reality System for Mobile
Devices. 2022 3rd International Conference on Issues
and Challenges in Intelligent Computing Techniques
(ICICT), 1–6. https://doi.org/10.1109/ICICT55121.20
22.10064611
Verma, A., Purohit, P., Thornton, T., & Lamsal, K. (2022).
An examination of skill requirements for augmented
reality and virtual reality job advertisements. Industry
and Higher Education, 37(1), 46–57.
https://doi.org/10.1177/09504222221109104
Virvou, M., & Troussas, C. (2011). Web-based student
modeling for learning multiple languages. International
Conference on Information Society (i-Society 2011),
423–428. https://doi.org/10.1109/i-Society18435.2011.5
978484
Virvou, M., Troussas, C., Caro, J., & Espinosa, K. J. (2012).
User Modeling for Language Learning in Facebook. In
P. Sojka, A. Horák, I. Kopeček, & K. Pala (Eds.), Text,
Speech and Dialogue (pp. 345–352). Springer Berlin
Heidelberg. https://doi.org/10.1007/978-3-642-32790-
2_42
Wang, C., Zhao, Y., Guo, J., Pei, L., Wang, Y., & Liu, H.
(2019). NEAR: The NetEase AR Oriented Visual Inertial
Dataset. 2019 IEEE International Symposium on Mixed
and Augmented Reality Adjunct (ISMAR-Adjunct), 366–
371. https://doi.org/10.1109/ISMAR-Adjunct.2019.00-
10
Wang, Y., Wang, Y., & Fan, Z. (2021). Current Status and
Prospects of Mobile AR Applications. 2021
International Conference on Culture-Oriented Science &
Technology (ICCST), 34–37. https://doi.org/10.1109/
ICCST 53801.2021.00018
White, G., Cabrera, C., Palade, A., & Clarke, S. (2019).
Augmented reality in IoT. Lecture Notes in Computer
Science (Including Subseries Lecture Notes in Artificial
Intelligence and Lecture Notes in Bioinformatics), 11434
LNCS, 149–160. https://doi.org/10.1007/978-3-030-
17642-6_13
Xu, J., Yang, L., & Guo, M. (2022). AR Mobile Video
Calling System Based on WebRTC API. 2022 IEEE 5th
Enhancing Users’ Interactions in Mobile Augmented Reality Systems Through Fuzzy Logic-Based Modelling of Computer Skills
389
International Conference on Computer and
Communication Engineering Technology (CCET), 110–
114. https://doi.org/10.1109/CCET55412.2022.9906395
Zhao, Y., & Guo, T. (2022). FUSEDAR: Adaptive
Environment Lighting Reconstruction for Visually
Coherent Mobile AR Rendering. 2022 IEEE Conference
on Virtual Reality and 3D User Interfaces Abstracts and
Workshops (VRW), 572–573. https://doi.org/10.1109/
VRW55335.2022.00137
Zhou, J., Xu, Z., Yan, H., Gao, B., Yang, O., & Zhao, Z.
(2020). AR Creator: A Mobile Application of Logic
Education Based on AR. 2020 International Conference
on Virtual Reality and Visualization (ICVRV), 379–380.
https://doi.org/10.1109/ICVRV51359.2020.00109
WEBIST 2023 - 19th International Conference on Web Information Systems and Technologies
390