The third part of the paper illustrates how educational AR applications have used sensor data for different forms of learning support. Secondly, the authors introduce the link between sensor data and educational interventions, and especially the role of building expert models from real-world expert tracking. The authors present an overview of the kinds of sensor data that have been used for educational purposes in the literature. In the first part, the relation between sensor tracking of learning activities and research around real-time feedback in educational situations is introduced. The chapter highlights the role of sensors for supporting seamless learning experiences. We also discuss and highlight various unsolved challenges that current sketch based techniques face with the goal of encouraging future research in the domain. We try to motivate the advantages that VR/AR based sketching techniques and systems can offer into making sketch based content creation a more accessible and powerful mode of expression. We provide a structured review of various aspects of content creation including model generation, coloring and texturing, and finally animation. We discuss various basic concepts related to static and dynamic content creation using sketches. In this state‐of‐the‐art report, we aim to present a comprehensive overview of techniques related to sketch based content creation, both on the desktop and in VR/AR. With the advent of more accessible Virtual Reality (VR) and Augmented Reality (AR) technologies, sketching can potentially become a more powerful yet easy‐to‐use modality for content creation. It is however, challenging to convert sketches to 3D content that is suitable for various applications like movies, games and computer aided design. Sketching is one of the most natural ways for representing any object pictorially. Furthermore, this research wants to highlight the emergence of possibilities for developing interactive experiences that include various human senses. The aim is to integrate these inputs and define augmented sculpting as an engaging and interactive experience that merges physical and digital skills. The research output consists of an augmented reality app - SculptAR - that applies concepts from multimodal interactivity studies to implement gesture and voice recognition methods. This study explores augmented reality technology to define an additional method for sculpting processes that links the physical craft with methodologies from 3D modelling software. Although advanced software solutions emulate this craft through sophisticated interactions and design options, craftsmen and digital makers criticize these interfaces’ lack of physical engagement. The makers’ dexterity, material properties and environmental conditions are fundamental in determining a successful sculpting process. Sculpting is a complex craft that relies on the synergy of multiple factors. Experimental results demonstrate that our WristSketcher i) faithfully recognizes users' gesture interactions with a high accuracy of 96.0% ii) achieves higher sketching accuracy than Freehand sketching iii) achieves high user satisfaction in ease of use, usability and functionality and iv) shows innovation potentials in art creation, memory aids, and entertainment applications. Moreover, we endow our WristSketcher with the ability of animation creation, allowing it to create dynamic and expressive sketches. The set of interactive gestures used by our WristSketcher is determined by a heuristic study on user preferences. Specifically, we have streamlined the interaction space from the mid-air to the surface of a lightweight sensing wristband, and implemented AR sketching and associated interaction commands by developing a gesture recognition method based on the sensing pressure points on the wristband. As a new attempt, in this work, we present WristSketcher, a new AR system based on a flexible sensing wristband for creating 2D dynamic sketches, featuring an almost zero-burden authoring model for accurate and comfortable sketch creation in real-world scenarios. In addition, mid-air bare-hand sketching can easily lead to social misunderstandings and its prolonged use can cause arm fatigue. Between them, mobile devices allow for accurate sketching but are often heavy to carry, while sketching with bare hands is zero-burden but can be inaccurate due to arm instability. Recent works have attempted to use mobile devices (e.g., tablets) or mid-air bare-hand gestures to expand the interactive spaces and can work as the 2D/3D sketching input interfaces for AR glasses. Restricted by the limited interaction area of native AR glasses (e.g., touch bars), it is challenging to create sketches in AR glasses.
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