# Investigating the Learning Process of Folk Dances Using Mobile Augmented Reality
## 5 Results
### Questionnaires Evaluation  
Pre and post SSQ was used to examine cybersickness symptoms since one group of participants used AR. Statistical analysis was done for four representative scores, shown in Figure 9. Mean value and standard deviation for scores regarding used device were calculated. Although there is no significant difference, mean values for oculomotor, disorientation and total scores regarding AR on phone were higher after experiment, indicating that participants experienced symptoms stronger once the experiment was done. Highest difference was in disorientation score.  
In the NASA TLX questionnaire, the mean value for mental demand and performance for phone was higher than for projector screen, but again without significant difference. According to this questionnaire participants experienced almost the same level of physical demand, while effort, temporal demand and frustration were lower for participants that used AR application. Results from this questionnaire are shown in Figure 10. Participants that used AR application estimated themselves more successful in completing the task than participants who used application on projector screen, since the lowest score on scale represent better result. Regarding PQ, again without significant difference, participants reported experience using AR application to be more realistic, it had better interface quality and they had better interaction with the environment.  
Figure 10: Comparison of average scores for NASA task load index (NASA-TLX) questionnaire.  
Figure 9: Average scores calculated from pre and post simulator sickness questionnaire (SSQ) questionnaires for AR application.  
In terms of qualitative feedback, all participants noted that they enjoyed the experiment. None of them has ever used mobile AR in combination with a motion tracking system. Of course, a significant factor here is the 'wow' effect that is common for inexperienced users in AR applications. Another interesting point that was commented as impressive was the graphical representation of the avatar (for both male and female participants). Some participants underestimated themselves in evaluation how good they were in the end. Since they did not have any feedback it was extremely subjective and dependent on their self-confidence. At the end, all participants managed to remember and perform the dance without any difficulties. According to their comments, they find this experiment as good and refreshing experience.  
Moreover, four participants (one that used projector screen while three used AR) mentioned that they could not see the avatar of the professional dancer while they were spinning. One participant complained that parts of a suite were sticking together during the movement, and the other one reported feeling odd with suit on. In addition, one participant did not realize that they had to follow the music. Seven participants from both groups found the experiment as funny, nice and a refreshing experience. One participant wrote that organization of the experiment was good. One participant suggested that it would be good to divide moves according to body parts, e.g., legs, hands and in the end to see full body movement. Two participants found interaction using a Bluetooth mouse clumsy and they had troubles during learning part since they had to hold the mouse.