scholarly journals Travel to Southeast Asia: Learning About Southeast Asia through Augmented Reality

Author(s):  
Siti Zalifah Ramli ◽  
Siti Aishah Zahari ◽  
Nur Amalia Atikah Edyanto ◽  
Muhammad Asyraf Abdullah Zawawi ◽  
Nur Ain Najihah Ibharim

‘Travel to Southeast Asia’ application is one of Augmented Reality (AR) technology. Learn about Southeast Asia is very important and has been emphasized in high schools. However, there are some students who are bored and not interested in learning geography especially related to foreign countries due to lack of exposure and information about it. So, the main purpose of this project is to develop an educational application based on Augmented Reality for students to interest them in learning about Southeast Asia. Students also can identify eleven countries in Southeast Asia by using this application and gain some knowledge related to the countries. Unity software is the main software to develop this Augmented Reality because Unity engine can support the high quality of audio and visual effects to ease the development of the project. This project developed by using ADDIE Model as a dynamic and flexible guideline for building effective training and performance support tools. This research was evaluated by among 15 students from Sultan Idris Education University who pursuing a Bachelor of Education (Geography) with Honor by using quantitative methods through online questionnaire. This questionnaire was distributed to the respondents for evaluation based on Usefulness, Satisfaction and Ease of Use (USE) questionnaire. As a result of the questionnaire, majority of respondents gave positive feedback and interested with ‘Travel to Southeast Asia’ application. Based on the research, learning about Southeast Asia using Augmented Reality provides better knowledge and understanding.

Author(s):  
A. Ahmad ◽  
P. Claudio ◽  
A. Alizadeh Naeini ◽  
G. Sohn

Abstract. Indoor localization has attracted the attention of researchers for wide applications in areas like construction, facility management, industries, logistics, and health. The Received Signal Strength (RSS) based fingerprinting method is widely adopted because it has a lower cost over other methods. RSS is a measurement of the power present in the received radio signal. While this fingerprinting method is very popular, there is a significant amount of effort required for collecting fingerprints for indoor space. In this paper, we propose an RSS fingerprinting method using Augmented Reality (AR) that does not rely on an external sensor resulting in ease of use and maintenance. This method uses spatial mapping techniques to help align the floor plan of existing buildings; then, after the alignment, we map local device coordinates to global coordinates. After this process, we partition the space in equally distanced reference points for RSS fingerprint collection. We developed an application for Microsoft HoloLens to align the floor plan and collect fingerprints on reference points. Then we tested collected fingerprints with existing RSS based indoor localization methods for its accuracy and performance.


2012 ◽  
Author(s):  
R. A. Grier ◽  
H. Thiruvengada ◽  
S. R. Ellis ◽  
P. Havig ◽  
K. S. Hale ◽  
...  

Author(s):  
Rana A. Saeed Al-Maroof ◽  
Mostafa Al-Emran

Google classroom can work in unidirectional process as it can serve the teachers’ strategies and styles on one hand and students’ perception, understanding, and effective participation in different classroom skills on the other hand. The ac-ceptance of Google classroom is affected by different factors. Some of them are still not clearly specified and discussed in previous research; therefore, they need further investigation. Based on the previous assumption, this study is an attempt to examine the factors that affect the students’ acceptance of Google classroom at Al Buraimi University College (BUC) in Oman. The Technology Acceptance Model (TAM) was adopted to formulate the hypotheses of the current study. The data was collected through an online questionnaire with 337 respondents. The Partial Least Square-Structural Equation Model (PLS-SEM) approach was used to assess both the measurement and structural models. The results of the study prove that both the perceived ease of use (PEOU) and perceived usefulness (PU) positively influence the behavioral intention, which in turn influence the actual usage of Google classrooms. This study helps the decision makers of the higher educational institutions to have a better understanding of the effectiveness of us-ing Google classroom by their students. It is assumed that it helps in measuring the level of students’ acceptance to the previously mentioned technology.


2021 ◽  
Vol 11 (13) ◽  
pp. 6047
Author(s):  
Soheil Rezaee ◽  
Abolghasem Sadeghi-Niaraki ◽  
Maryam Shakeri ◽  
Soo-Mi Choi

A lack of required data resources is one of the challenges of accepting the Augmented Reality (AR) to provide the right services to the users, whereas the amount of spatial information produced by people is increasing daily. This research aims to design a personalized AR that is based on a tourist system that retrieves the big data according to the users’ demographic contexts in order to enrich the AR data source in tourism. This research is conducted in two main steps. First, the type of the tourist attraction where the users interest is predicted according to the user demographic contexts, which include age, gender, and education level, by using a machine learning method. Second, the correct data for the user are extracted from the big data by considering time, distance, popularity, and the neighborhood of the tourist places, by using the VIKOR and SWAR decision making methods. By about 6%, the results show better performance of the decision tree by predicting the type of tourist attraction, when compared to the SVM method. In addition, the results of the user study of the system show the overall satisfaction of the participants in terms of the ease-of-use, which is about 55%, and in terms of the systems usefulness, about 56%.


2021 ◽  
pp. 016264342199410
Author(s):  
Jordan Yassine ◽  
Leigh Ann Tipton-Fisler

Check-in/Check-Out (CICO) has a long line of research evidence demonstrating its effectiveness in increasing prosocial behavior. The current paper demonstrated an electronic application of CICO utilizing Google Sheets® with teacher feedback. Google Sheets® offers an inexpensive, collaborative, and remote method for tracking behaviors. In the first study, 2,322 teacher ratings (from 38 teachers) were compared between traditional paper CICO forms or electronic Google Sheets®. Results found that teacher ratings were significantly more complete with the use of the electronic forms. In the second study, an electronic CICO form was used for progress monitoring and performance feedback with a middle school student. Through the form we were able to successfully track our participant’s behavior change in response to CICO with the combination of feedback and a differential reinforcement intervention. Social validity showed that overall teacher ratings were high with respect to ease of use, usefulness, cost-effectiveness, and convenience of the electronic Google Sheets®.


2021 ◽  
Vol 14 (2) ◽  
pp. 1-20
Author(s):  
Néill O’dwyer ◽  
Emin Zerman ◽  
Gareth W. Young ◽  
Aljosa Smolic ◽  
Siobhán Dunne ◽  
...  

Cross-reality technologies are quickly establishing themselves as commonplace platforms for presenting objects of historical, scientific, artistic, and cultural interest to the public. In this space, augmented reality (AR) is notably successful in delivering cultural heritage applications, including architectural and environmental heritage reconstruction, exhibition data management and representation, storytelling, and exhibition curation. Generally, it has been observed that the nature of information delivery in applications created for narrating exhibitions tends to be informative and formal. Here we report on the assessment of a pilot scene for a prototype AR application that attempts to break this mold by employing a humorous and playful mode of communication. This bespoke AR experience harnessed the cutting-edge live-action capture technique of volumetric video to create a digital tour guide that playfully embellished the museological experience of the museum visitors. This applied research article consists of measuring, presenting, and discussing the appeal, interest, and ease of use of this ludic AR storytelling strategy mediated via AR technology in a cultural heritage context.


Author(s):  
Seung-Man Lee ◽  
Wi-Young So ◽  
Hyun-Su Youn

This study assessed the health perceptions of 333 Korean adolescents during the coronavirus disease (COVID-19) pandemic via an online questionnaire administered in October 2020, which queried the perceived importance and actual performance of health behaviors. The health perception scales used in the survey consists of the six dimensions of mental health, disease, physical activity, sleep, diet, and sanitary health. The data were primarily analyzed using paired sample t-test for analysis of difference and importance-performance analysis (IPA). The IPA results were presented in four quadrants—“keep up the good work,” “concentrate here,” “low priority,” and “possible overkill.” The results indicated that first, there was a positive relationship between the importance and performance of all the subdimensions of health perception. Second, sanitary healthcare was rated as being of the greatest importance and was performed most, while physical activity management was rated least important and performed least. Third, statistically significant differences were found between importance and performance for all items of mental health, disease, physical activity, sleep, and diet dimensions, and some differences were found for items assessing the hygiene control dimension. Fourth, in the two-dimensional IPA model, “sanitary health” and “disease” are in Quadrant I (keep up the good work); “mental health,” in Quadrant II (concentrate here); and “physical activity,” “sleep,” and “diet,” in Quadrant III (low priority). No components of healthcare were in Quadrant IV (possible overkill). Based on these results, we emphasize the importance of adolescent health education and discuss solutions to enhance the performance of healthcare activities.


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.


Data ◽  
2021 ◽  
Vol 6 (5) ◽  
pp. 49
Author(s):  
Rana Saeed Al-Maroof ◽  
Khadija Alhumaid ◽  
Iman Akour ◽  
Said Salloum

The fear of vaccines has led to population rejection due to various reasons. Students have had their own inquiries towards the effectiveness of the vaccination, which leads to vaccination hesitancy. Vaccination hesitancy can affect students’ perception, hence, acceptance of e-learning platforms. Therefore, this research attempts to explore the post-acceptance of e-learning platforms based on a conceptual model that has various variables. Each variable contributes differently to the post-acceptance of the e-learning platform. The research investigates the moderating role of vaccination fear on the post-acceptance of e-learning platforms among students. Thus, the study aims at exploring students’ perceptions about their post-acceptance of e-learning platforms where vaccination fear functions as a moderator. The current study depends on an online questionnaire that is composed of 29 items. The total number of respondents is 630. The collected data was implemented to test the study model and the proposed constructs and hypotheses depending on the Smart PLS Software. Fear of vaccination has a significant impact on the acceptance of e-learning platforms, and it is a strong mediator in the conceptual model. The findings indicate a positive effect of the fear of vaccination as a mediator in the variables: perceived ease of use and usefulness, perceived daily routine, perceived critical mass and perceived self-efficiency. The implication gives a deep insight to take effective steps in reducing the level of fear of vaccination, supporting the vaccination confidence among educators, teachers and students who will, in turn, affect the society as a whole.


2017 ◽  
Vol 21 (02) ◽  
pp. 1750011 ◽  
Author(s):  
KAI HOLZWEISSIG ◽  
JONAS RUNDQUIST

Formal new product development (NPD) processes have become an important tool in NPD management. However, our understanding of what makes formal NPD process implementation successful in terms of acceptance and performance is still limited. This paper contributes to an improved understanding of factors affecting the acceptance and use of formal NPD processes. Our results show that acceptance of formal NPD processes is determined by several factors, such as ease of use, transparency of discourse, continuous improvement, involvement of NPD actors, and the ability to bridge differences in thinking. Furthermore, that acceptance of formal NPD processes affects NPD performance positively. These results draw on data from a survey posted to employees working for nine large manufacturers of commercial vehicles worldwide. The results should encourage managers to consider and enhance the factors affecting acceptance. This could be done through using new media for publication to increase transparency and perceived ease of use of the NPD process. Further acceptance of the formal NPD process is increased if it mirrors an operative reality and if organisational structures for improvement of the process are implemented and inclusive to employees involved in NPD.


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