

Pokémon Go is a hugely popular hybrid reality game (HRG) that allows players to occupy a space that is both physical and digital. Using our platform in the smart campus, students can obtain adaptive learning content according to the requirements and their own characteristics. The proposed methodology can be easily evolved according to either new cases or the feedback to increase the case database, improve reasoning quality, and evolve the similarity measures. This study proposes four similarity functions for similarity-based case reasoning and knowledge discovery. This study also enhances the case-based reasoning (CBR) approach to enhance the students’ problem solving abilities and facilitate the development of a campus by utilizing domain knowledge and previous user experience. Based upon the ontology and the deployed sensors, teachers can design AR-based learning content for points of interest. In this study, we firstly show the architecture of the AR-based smart campus platform, and then propose a campus course ontology building algorithm to construct a campus course ontology. Therefore, the students can immerse themselves in learning anytime, anywhere. To provide an adaptive context-aware ubiquitous learning service of a smart campus, our idea is to combine GPS, sensors and augmented reality (AR) technologies with ubiquitous learning applications to provide multi-disciplinary learning. Therefore, the rich learning content can be retrieved and demonstrated according to the learners’ requirements and the context information.

With the fast development of artificial intelligence (AI) and Internet of Things (IoT) technologies, we have developed a ubiquitous learning environment.
