scholarly journals Student Acceptance of Using Augmented Reality Applications for Learning in Pharmacy: A Pilot Study

Pharmacy ◽  
2020 ◽  
Vol 8 (3) ◽  
pp. 122
Author(s):  
Saad Salem ◽  
Joyce Cooper ◽  
Jennifer Schneider ◽  
Hayley Croft ◽  
Irene Munro

Creating engaging learning experiences that are easy to use and support the different learning requirements of university students is challenging. However, improvements in simulation technologies, such as augmented reality (AR) and virtual reality (VR), are making such changes possible. The aim of this study is to use a mobile-based AR technology to develop an interactive learning module about contraceptive devices and medicines and to measure its acceptability and usability by undergraduate pharmacy students. The learning module comprising AR images of contraceptive medicines, case studies relating to their use and a series of directed questions was completed by 33 pharmacy students. Students answered a survey to collect information about the usability and acceptability of AR for learning. The results show that the majority of students reported that AR is a useful resource for learning about medicines compared to more traditional methods, such as didactic lectures and tutorials. Students indicated that the AR application was easy to use and improved their knowledge of medicines. These findings suggest that AR technology is a useful tool to create engaging and easy to use learning experiences for university students.

2016 ◽  
Vol 8 (2) ◽  
pp. 60-68 ◽  
Author(s):  
Igor D.D. Curcio ◽  
Anna Dipace ◽  
Anita Norlund

Abstract The purpose of this article is to highlight the state of the art of virtual reality, augmented reality, mixed reality technologies and their applications in formal education. We also present a selected list of case studies that prove the utility of these technologies in the context of formal education. Furthermore, as byproduct, the mentioned case studies show also that, although the industry is able to develop very advanced virtual environment technologies, their pedagogical implications are strongly related to a well-designed theoretical framework.


Author(s):  
Jacqueline-Nathalie Harba

Abstract Consumer behavior is shifting radically with the rise of e-commerce and new technologies. As a result, luxury retailers are forced to embrace a variety of technologies to keep their customers engaged. How do brands captivate shoppers and provide the customer experience that will satisfy their desires? Through dissemination of literature and case studies on examples from the industry, this paper presents a detailed discussion on the new approaches to customer experience in the luxury fashion industry, in the context of a modern economy that is highly shaped by disruptive technological innovations. The discussion includes two detailed case studies, focusing on two key themes that define contemporary customer expectations: the story – discussing customer’s desire to be immersed in the narratives behind catwalk collections, and the experience – discussing the use of technology to create a unique retail space through the use of online and mobile specific technologies. The first case study focuses on how new technologies provide brands with new opportunities to present their products through narratives. Using famous luxury retailers Dior, Givenchy and Prada as examples, the case study provides a detailed discussion on the use of virtual reality and augmented reality as tools that enable customers to project themselves into the story behind a catwalk show and become active characters in the narrative, through the use of technological devices. The second case study focuses on the importance of merging the online and the traditional brick-and-mortar store. “The Store of the Future”, by luxury retailer Farfetch is used as an example of how retailers make use of high-tech equipment, virtual reality and augmented reality not only to create a tech-powered interactive experience that will intrigue customers, but also to improve retail productivity by capturing customer data. The study adopts a qualitative research method to evaluate the validity of the concepts discussed in the Literature Review, using a sample of three in-depth interviews with industry experts, focusing on the use of technology to improve customer experience in physical retail spaces. Based on previously published research, it is estimated that the primary research will indicate that it is not the use of technology that drives the customer experience, but customer expectations that determine the adoption and adaptation of disruptive technologies to satisfy the shoppers’ requirements.


2020 ◽  
Vol 3 (1) ◽  
pp. 103
Author(s):  
Dwi Ridho Aulianto

This study aims to determine the benefits of Augmented Reality and Virtual Reality technology applied to libraries in the Z generation era. The research method used study of literature by collecting several reference as sources that are relevant to the study material and and interviews with several generation Z informants. The results of the study found that the implementation of Augmented Reality technology can be used to create and read the Interactive Opac Brochure with AR; Utilization of Library Collection Display; Utilization for Searching Library Collections in Shelves through AR; Utilization for Interactive Learning Media for Users. While the implementation of Virtual Reality technology can be used for tours or library tours; Library Services; Information Literacy and Online Catalog. 


Author(s):  
Stefano Filippi ◽  
Daniela Barattin ◽  
Marco Amato ◽  
Riccardo Tozzi

Virtual reality as the way to display digital models and to interact with them has flourished in industrial contexts some years ago, both for design and marketing reasons. However, some specific sectors, e.g. furnishings and garments, would prefer to evaluate their products in a real environment, where their models could be easily placed, and where the interaction with them could take place in a natural way. These requirements suggested the design of an application, based on the augmented reality, which allows users placing digital models of pieces of furniture in real domestic environments, verifying their dimensional and aesthetic compatibility with the existing context, and interacting with them to test functional behavior and usability issues. Such a project would result interesting both for possible customers and for designers, because some important design hints could come from its adoption. An application prototype has been developed and tested in the field in a couple of case studies.


2021 ◽  
Vol 2 (1) ◽  
pp. 63-70
Author(s):  
Afifah Marintan Nuriyana ◽  
Failasuf Herman Hendra ◽  
Sigit Hadi Laksono

Abstract. The high rate of the economy in Surabaya can affect the high level of employee workload and student learning load which results in the people of Surabaya becoming even busier. The higher the level of activity, the higher the stress level. The way to relieve stress is to play. The most popular types of games today are games with digital technology. These types of games are virtual reality games, augmented reality, mixed reality, motion sensors and neuro-gaming technology. To accommodate the needs of digital technology-based game play activities, so the construction for Games and Entertainment Facilities Based on Digital Technology in Surabaya as a recreational tourist spot that can relieve a person's stress. The research method used is descriptive research. Data collection techniques were obtained from the results of field case studies and literature case studies. The identification process produces data and information which is then analyzed. The analysis produces the required themes and concepts. The theme used is High Tech Architecture, which is a design that requires the use of the latest and latest technology in building facade materials and building structures. The concept used is Smart Building, which is a design that uses an automation technology system that can minimize the use of electricity to make it more energy efficient and environmentally friendly. This concept emphasizes security and security of building users. The smart building concept macro is divided into three micro concepts, namely layout, shape, and space. The micro layout concept used is responsive. The micro form concept used is expressive. Meanwhile, for the micro, the concept of space used is futuristic and efficient.Keywords: Games and Entertainment; High Tech Architecture; Smart Building. Abstrak. Tingginya laju perekonomian di Surabaya dapat mempengaruhi tingginya tingkat beban kerja para karyawan dan beban belajar para pelajar yang mengakibatkan masyarakat Surabaya menjadi semakin sibuk. Semakin tinggi tingkat kesibukan, maka semakin tinggi pula tingkat stress.  Cara untuk menghilangkan rasa stress adalah bermain. Jenis permainan paling populer saat ini adalah permainan berteknologi digital. Jenis permainan tersebut adalah permainan virtual reality, augmented reality, mixed reality, motion sensor dan neuro-gaming technology. Untuk mewadahi kebutuhan aktivitas bermain permainan berteknologi digital, maka dibangunnya Wahana Permainan dan Hiburan Berbasis Teknologi Digital di Surabaya sebagai tempat wisata rekreasi yang dapat menghilangkan rasa stress seseorang. Metode penelitian yang digunakan adalah penelitian deskriptif. Teknik pengumpulan data didapatkan dari hasil studi kasus lapangan dan studi kasus literatur. Proses identifikasi menghasilkan data dan informasi yang kemudian dianalisis. Analisis tersebut menghasilkan tema dan konsep yang dibutuhkan. Tema yang digunakan adalah Arsitektur High Tech yaitu suatu desain yang membutuhkan penggunaan teknologi terbaru dan mutakhir pada material fasad bangunan maupun struktur bangunan. Konsep yang digunakan adalah Bangunan Pintar yaitu suatu desain yang menggunakan sistem teknologi otomatisasi yang dapat meminimalisir penggunaan listrik agar lebih hemat energi dan ramah lingkungan. Konsep ini sagat mementingkan keamanan dan keyamanan pengguna bangunan. Makro konsep bangunan pintar dibagi menjadi tiga mikro konsep yaitu tatanan lahan, bentuk, dan ruang. Mikro konsep tatanan lahan yang digunakan adalah responsif. Mikro konsep bentuk yang digunakan adalah ekspresif. Sedangkan, untuk mikro konsep ruang yang digunakan adalah futuristik dan efisien. Kata Kunci: Wahana Permainan dan Hiburan; Arsitektur High Tech; Bangunan Pintar.


2020 ◽  
Vol 159 (2) ◽  
pp. e34
Author(s):  
Anousheh Shafa ◽  
Tatnai L. Burnett ◽  
Adela G. Cope ◽  
Michelle A. Wyatt ◽  
Isabel C. Green ◽  
...  

Author(s):  
Regina Malz

The purpose of this chapter is to help educators successfully integrate mobile tablets in their classrooms. Research has shown that mobile tablet integration can increase learning of students. Integrating advanced technologies in classrooms will support learners and advance all students' learning experiences in ways that cannot be done without mobile tablets. This chapter provides educators with transformative tools to improve their in-person lessons and their lessons through augmented reality. This chapter also includes a set of resources educators can use to obtain augmented reality apps that will enhance their lessons, a list of ways to improve their curriculum, and how to engage students via virtual reality when home learning is necessary.


2021 ◽  
Author(s):  
Wenge Xu ◽  
Hai-Ning Liang ◽  
Nilufar Baghaei ◽  
Xiaoyue Ma ◽  
Kangyou Yu ◽  
...  

BACKGROUND In recent years, there has been an increase in the number of students suffering from depression, anxiety, and perceived stress. A solution that has been increasingly used for improving health and wellbeing is exergaming. The effect and acceptability of exergames have been studied widely but mostly with older adults. Their feasibility, usability, and acceptability by university students, especially for immersive virtual reality (iVR) exergames, remain unexplored. OBJECTIVE This study aims to explore the feasibility of a six-week iVR exergame-based intervention in reducing anxiety, depression, and perceived stress for university students and examine the usability and acceptability of such games. METHODS A total of 31 students were recruited to participate in a 6-week study, where they needed to play a boxing-style iVR exergame called FitXR twice a week, 30 minutes per session. RESULTS Fifteen participants completed the 6-week study. Our results suggested that participants’ depression scores were reduced significantly from 8.33 (SD=5.98) to 5.40 (SD=5.14) after the intervention (P=.012). In addition, most participants (93.3%) believed the iVR exergame has good usability. Furthermore, most participants (93.3%) were satisfied with the iVR gameplay experience and would play the iVR exergame again in the future. Eleven participants (73.3%) would recommend the iVR exergame to their friends. CONCLUSIONS Results gained from the study show that the iVR exergame has good usability, is highly acceptable, and has the potential to reduce depression among university students.


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