Software and Content Design of a Browser-based Mobile 4D VR Application to Explore Historical City Architecture

2021 ◽  
Author(s):  
Sander Muenster ◽  
Jonas Bruschke ◽  
Ferdinand Maiwald ◽  
Constantin Kleiner
Keyword(s):  
2010 ◽  
Vol 14 (3) ◽  
Author(s):  
Xin Bai ◽  
Michael B. Smith

Educational technology is developing rapidly, making education more accessible, affordable, adaptable, and equitable. Students now have the option to choose a campus that can provide excellent blended learning curriculum with minimal geographical restraints. We proactively explore ways to maximize the power of educational technologies to increase enrollment, reduce failure rates, improve teaching efficiency, and cut costs without sacrificing high quality or placing extra burden on faculty. This mission is accomplished through open source learning content design and development. We developed scalable, shareable, and sustainable e-learning modules as book chapters that can be distributed through both computers and mobile devices. The resulting e-learning building blocks can automate the assessment processes, provide just-in-time feedback, and adjust the teaching material dynamically based upon each student’s strengths and weaknesses. Once built, these self-contained learning modules can be easily maintained, shared, and re-purposed, thus cutting costs in the long run. This will encourage faculty from different disciplines to share their best teaching practices online. The end result of the project is a sustainable knowledge base that can grow over time, benefit all the discipline, and promote learning.


2015 ◽  
Vol 64 (1) ◽  
pp. 212-220 ◽  
Author(s):  
Jaime Mizuguchi ◽  
Juliani Chico Piai ◽  
Jose Alexandre de Franca ◽  
Maria Bernadete de Morais Franca ◽  
Karina Yamashita ◽  
...  

2018 ◽  
Vol 2018 ◽  
pp. 1-9 ◽  
Author(s):  
Mi Kyoung Jin ◽  
Hui Jeong Yun ◽  
Hye Sun Lee

In the field of technology education, virtual reality (VR) training has received significant attention in terms of its efficacy in use. Given its many advantages, there is a specific need to emphasize concrete measures for the implementation of VR training in the field of tech education. VR training based on mobile environments has been touted as a means of not only enhancing presence, flow, and learning authenticity, but also of minimizing spatial and temporal constraints. The present study has developed an evaluation tool for VR training contents, including those based on mobile environments. After categorizing VR training contents in the field of tech education into structure comprehension type, procedure learning type, and equipment experiment type contents, we constructed items for each evaluation area. The considered areas included learning, media, and content quality. By conducting Delphi surveys with a panel of experts, we confirmed that the derived evaluation items differed in number across different types of content. Under the learning area, satisfaction was found to be adequate for all content types. Items such as flow, interactivity, and learning effects were found to be adequate for procedure learning and equipment experiment type contents. The media area indicated marked variability in item adequacy depending on the content type. Usability was found to be adequate only for procedure learning type content. For equipment experiment type content, items such as presence, usability, and manipulability were all found to be adequate. All evaluation items under the content design area were found to be adequate across all content types. Thus, regardless of the type of content, it is necessary to fulfil the basic elements within the content design area in order to establish the efficacy of VR training as educational content in the field of tech education.


2019 ◽  
Vol 19 (2) ◽  
pp. 178
Author(s):  
Syamsul Rizal ◽  
Birrul Walidain

The article provides a general description of the Learning Application of Moodle-based e-learning and its feasibility to students of the PGSD FKIP at Serambi Mekkah University in the Introduction to Computer Applications subject. Data collection was done through examining questionnaire and interviewing students. There were various problems faced by students based for example students complaint that the access were a little slow when retrieved simultaneously. However, the content, design and technical feasibility analysis were good and it can be used in the Introduction to Application Computer subject for PGSD students at the Serambi Mekkah University.


2016 ◽  
Vol 6 (1) ◽  
Author(s):  
Ivan Lauren ◽  
Fauziyah Harahap ◽  
Tumiur Gultom

This research was aimed to develop a Genetics Practical Guidance book Based on Science Process Skills which feasible empirically according to content and design expert. This Genetics Practical Guidance book was developed integrated to 11 components of science process skills in each practicum activity. This science process skills allowed students to explore the information in the form of facts and concepts of science. This study was conducted from April 2016 to August 2016. This research and development used Borg and Gall model. However this study was limited to validation from content expert and design expert. Validation to content experts was carried out to assess the feasibility of the contents, feasibility of the presentation, and the feasibility of science process skills components on the product. Validation of design experts carried out to assess the feasibility of the design of cover, cover typography, content design and content illustration on practical guidance book. Data validation was analyzed descriptively qualitative.The result shown that according to conten experts the product has average percentage of 88.2% with very good criteria, where as validation from design expert shown the average percentage of 88.3% with very good criteria. As the conclusion Genetics Practical Guidance book based on Science Process Skills is feasible empirically based on content and design expert to be continue to the next steps.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Ying-Feng Kuo ◽  
Jian-Ren Hou ◽  
Yun-Hsi Hsieh

PurposeNetizens refer to citizens of the internet, and code-switching refers to the use of more than one language, style or form of expression to communicate. This study explores the advertising communication effectiveness of using netizen language code-switching in Facebook ads. Moreover, if a brand is with negative brand images, using positive brand images as a control group, this study investigates not only the advertising communication effectiveness of netizen language code-switching but also its effectiveness of remedying the negative brand images.Design/methodology/approachOnline experiments were conducted, and data were analyzed using independent sample t-test, MANOVA and ANOVA.FindingsThe results indicate that netizen language code-switching can enhance advertising communication effectiveness in Facebook ads. Furthermore, under a negative brand image, netizen language code-switching has significant effects on improving Facebook advertising communication effectiveness.Originality/valueThis study takes netizens as the research subjects to explore the advertising communication effectiveness of netizen language code-switching in Facebook ads. This study provides further insight into the effect of netizens' culture on Facebook advertising and enriches the existing literature on social media advertising, as well as expanding the application of code-switching. The results of this study provide enterprises a new perspective on the copywriting content design of Facebook ads.


2020 ◽  
Vol 71 (0) ◽  
pp. 249-260
Author(s):  
Taeeun Lee ◽  
Changwook Lee

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