scholarly journals Augmented Reality Mobile Application for Museum: A Technology Acceptance Study

Author(s):  
Tan Gek Siang ◽  
Kamarulzaman Bin Ab Aziz ◽  
Zauwiyah Binti Ahmad ◽  
Syazani Bin Suhaifi
2019 ◽  
Vol 24 (3) ◽  
pp. 359-368 ◽  
Author(s):  
Cagatay Catal ◽  
Akhan Akbulut ◽  
Berkay Tunali ◽  
Erol Ulug ◽  
Eren Ozturk

AbstractBuilding evacuation training systems and training employees in an organization have a vital role in emergency cases in which people need to know what to do exactly. In every building, procedures, rules, and actions are attractively shown on the walls, but most of the people living in that building are not aware of these procedures and do not have any experience what to do in these dangerous situations. In order to be able to apply these procedures properly in an emergency situation, community members should be trained with the state-of-the-art equipment and technologies, but to do so, up-front investment and development of such a system are necessary. In this study, augmented reality (AR) technology was applied to realize a game-based evacuation training system that implements gamification practices. The architectural plans of a university were used to model the floors and the relevant environment. Employees are trained to learn how to reach the nearest exit location in the event of a fire or earthquake, and also, the system provides the shortest path for the evacuation. In addition to these features, our training game has educational animations about the fire, chemical attack, and earthquake events. A mobile application was implemented to train employees working in the building and inform them to know how to escape in an emergency situation. The technology acceptance model and the related questionnaire form were applied, and the response of 36 participants was analyzed. It was demonstrated that AR and relevant tools provide a flexible environment to develop evacuation systems in a university, our mobile application enabled participants to be trained in a realistic environment, and trainees were highly satisfied with the system. Educational animations were also another benefit for the trainees.


Author(s):  
Nor Hayati Kassim ◽  
Norlina Mohamed Noor ◽  
Jati Kasuma ◽  
Juliza Saleh ◽  
Ceaser Dealwis ◽  
...  

Companies are now recognizing that their employees require a spectrum of mobile applications in order to achieve maximum efficiency at the workplace. Mobile applications such as WeChat, Twitter and WhatsApp via smartphones have become influential tools and extensively used by employees at the workplace. This state-of-the-art technology in communication has penetrated various fields, including routine administrative jobs at the workplace. The objective of this research is toinvestigate the acceptance of the WhatsApp mobile application for formal use among support staff at The Commission of the City of Kuching North, Sarawak (DBKU). Perceived usefulness, perceived ease of use and behavioral intention of the users in using WhatsApp are the variables measured for job performance. The researchers utilized convenience sampling, whereby a total of 105 employees from two departments participated in the investigation. Data was collected using a set of selfadministered questionnaires which was adapted from Davis. The findings revealed that perceived usefulness and perceived ease of use of WhatsApp as a means of communication were significant for job performance at DBKU. The employees felt more competent during their formal interaction at the workplace as less effort was needed while using WhatsApp. The existence of features which were user-friendly and easy operational functions helped to create positive attitudes when utilizing the application. Faster feedback, ease of use, and convenience were some of the reasons for the employees’ willingness to use WhatsApp for communication at the workplace.


Author(s):  
Nina Ferreri ◽  
Christopher B. Mayhorn

As digital technology develops, users create expectations for performance that may be violated when malfunctions occur. This project examined how priming expectations of technology performance (high v. low v. no) and experiences of technology malfunction (present v. not present) can influence feelings of frustration and performance on a task. A preliminary sample of 42 undergraduate participants completed a QR code scavenger hunt using the augmented reality mobile app, ARIS. Following the task, participants reported what they found for each scavenger hunt clue, their responses to failures in digital technology, and technology acceptance attitudes. Several factorial ANOVAs revealed a main effect for expectation on adaptive items of the RFDT scale and a main effect for malfunction on performance level. This suggests a potential contradiction between attitudes and behaviors when considering a common scenario involving technology.


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