An Empirical Study of the Use of an Augmented Reality Simulator in a Face-to-Face Physics Course

Author(s):  
Maria-Blanca Ibanez ◽  
Antonio J. De Castro ◽  
Carlos Delgado Kloos
2018 ◽  
Vol Vol 17 (Vol 17, No 1 (2018)) ◽  
pp. 128-140
Author(s):  
Oleksandr Pushkar

The article deals with the approach to developing an advertising multimedia product for the promotion or sale of goods or services. Under the advertising product is an advertising video, an interactive commercial, 3-D advertising, virtual and augmented reality, an online store. Based on the analogy method, a diagram of the process of perceiving the advertising multimedia product by the user is presented. The use of the hybrid approach of customer development for updating the multimedia product and taking into account the virtual values of users is substantiated. Developed scenarios for the development of a multimedia product, depending on the results of achieving the planned goals. The sequence of multimedia product development is proposed based on the convergence of face-to-face and screen-to-screen approaches.


Author(s):  
Stella Doukianou ◽  
Damon Daylamani-Zad ◽  
Kathy O’Loingsigh

AbstractPresentations are the most successful and popular form of communication in business. However, the formats of presentations in business have not changed much for past few decades. The emergent and disruptive technologies such as Augmented Reality and Animated Infographics have provided potential for enhancing communications in businesses to increase engagement and therefore increasing the effectiveness of such communications. This paper focuses on the impact and effectiveness of using interactive AR in business presentations. The paper presents the design and development of our AR presentation application. Followed by a presentation of an empirical study into the usability and effectiveness of using Augmented Reality and Animated Infographics in business presentation and compares the results against the traditional slideware slides presentation approach. The results of the experiment with 94 participants are presented and analysed. The results demonstrate that the AR approach out performs the traditional methods in terms of usability, audience engagement and effectiveness of communication.


2015 ◽  
Vol 58 (3) ◽  
pp. 208-213 ◽  
Author(s):  
Maria-Blanca Ibanez ◽  
Angela Di-Serio ◽  
Diego Villaran-Molina ◽  
Carlos Delgado-Kloos

2019 ◽  
Vol 12 (6) ◽  
pp. 599-609 ◽  
Author(s):  
Roghayeh Barmaki ◽  
Kevin Yu ◽  
Rebecca Pearlman ◽  
Richard Shingles ◽  
Felix Bork ◽  
...  

Author(s):  
Luis Almeida ◽  
Paulo Menezes ◽  
Jorge Dias

The socialization between elderly people assumes a key role on their mind and body well-being while loneliness expects to be one of major problems of our increasing age society. This research aims to study and develop a framework to support elderly people socialization when they are confined to their homes for some reason. It can be also adequate for people following some neurological or physical rehabilitation treatment remotely or monitoring behaviors in order to prevent potential diseases. This work proposes a framework that supports the socialization through Augmented Reality (AR) based on telepresence. The aim is a low cost solution that enables users to communicate and interact remotely, experiencing the benefits of a face-to-face meeting. The authors explore computers graphics, spatial audio, and artificial vision to induce sensations of being physical in the presence of other people and exploit the potential activities that such frameworks enable. TV and phones are elderly common companion devices that should be complementarily used with emergent AR technologies to enhance and create the remote presence feeling, minimizing the loneliness. Inspired by Virtual Reality (VR) studies, one of the authors’ goals is to explore if VR presence measurement instruments are useful in the AR context by reviewing literature on the area.


This research started our research methodology with pilot study because this type of the study is exploratory in nature and helps researchers to explore related indicators for the research constructs and improve adequacy of the research questionnaire for the empirical study. Perceptions extracted from the electrical organizations are valuable in validating the questionnaire according to the context of the Wenzhou electrical industry. They are DG, HG, JEA, ZG, ZE and QE, which are recommended by the WSMEA according to its reputation and achievements in the globalization, inter-organizational collaboration and e-business adoption. The face-to-face interviews with organizations' managers were conducted with the period of March 2010 to January 2011. The discussion will focus on three perspectives: challenges from the innovation inside the organizational capacities for collaboration, the drivers and barriers to trust in the industry, as well as from e-business diffusion.


Pharmacy ◽  
2020 ◽  
Vol 8 (3) ◽  
pp. 109
Author(s):  
Jennifer Schneider ◽  
Melanie Patfield ◽  
Hayley Croft ◽  
Saad Salem ◽  
Irene Munro

There is increasing use of augmented reality (AR) technology, which combines the virtual and real world, in the tertiary education sector. AR enables flexibility in student learning, since this technology may be used in the face to face setting and may also be accessed by students at any time outside of this setting. The purpose of this study was to develop an AR tool and investigate its effectiveness for learning about the medication naloxone using AR in a MagicBook; and determine student opinions on its acceptability and usability. Using a sequential explanatory, mixed method design, 25 undergraduate pharmacy students were recruited to participate in the study. Pre- and post-tests were used to measure changes in knowledge and a survey was used to collect information on the usability and acceptability of AR for learning. The findings of the study indicated that AR technology was able to support student learning on the chosen topic, showing 42% improvement in quiz score p < 0.0001, and that students found using AR was stimulating, interactive, engaging and easy to follow. Thus, AR technology could be an effective way to enhance student learning about medicines.


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