Effects of augmented reality application for e-commerce on user satisfaction and purchase intention–Focusing on experience economy theory, PDA, and cognitive characteristics

2020 ◽  
Vol 20 (3) ◽  
pp. 73-86
Author(s):  
Suyeon Jeon ◽  
Yoonjae Nam
2018 ◽  
Vol 2018 ◽  
pp. 1-10 ◽  
Author(s):  
Nurhazarifah Che Hashim ◽  
Nazatul Aini Abd Majid ◽  
Haslina Arshad ◽  
Waqas Khalid Obeidy

The aim of this paper is to evaluate user satisfaction based on System Usability Scale (SUS) questionnaire on Augmented Reality (AR) application for productive vocabulary using speech recognition. There is still lack of research focus on user satisfaction towards the use of AR-based app using speech recognition for vocabulary learning in early education. The first objective of this paper is to develop an AR application for children using speech recognition to enhance productive vocabulary learning that integrates visual script (orthography) and audio (phonology). The second objective is to evaluate and identify the user satisfaction in enhancing productive vocabulary methods by combining AR technology and speech recognition to the parents and teachers by doing a mixed method testing such as questionnaire and interview. To achieve this, an interview session was conducted with the experts and SUS questionnaire was given to the teachers and parents of the student to evaluate user satisfaction. The results show that the research hypotheses of this study were successfully achieved. It revealed that the teachers and students were satisfied with the application based on SUS score (SUS score > 68). Since the total SUS score is 80.3, which is above average, it shows that they were satisfied with the overall application. Apart from that, the mean of the usability study based on questionnaire also shows that the users have found that this application is usable in terms of learnability study and that this application is easy to use.


Author(s):  
Imam Tahyudin ◽  
Dhanar Intan Surya Saputra

As a form of innovation in a promotion media Tourism Objects in Indonesia especially at Purbalingga District, one is through Mobile Augmented Reality (MAR). The utilization of technology application of MAR, give the impression of interactive and real towards an object tourism and provide a special experience for tourists to get the information completely including the tourism location. To deliver care facilities to users, we need the evaluation to development or improvement for next application. The method used in this research is evaluation of user satisfaction towards the multimedia elements. The result of MAR user satisfaction showed that almost all respondents are well satisfied.


2020 ◽  
Vol 10 (21) ◽  
pp. 7868
Author(s):  
Ioannis Paliokas ◽  
Athanasios T. Patenidis ◽  
Eirini E. Mitsopoulou ◽  
Christina Tsita ◽  
George Pehlivanides ◽  
...  

Although Augmented Reality (AR) technology has entered many market and knowledge domains such as games and leisure activities, it remains rather limited in digital heritage. After studying the potentiality of using modern AR elements in a museum context, this paper proposes the use of additional game and educational elements in the core AR application in order to enhance the overall on-the-spot museum visitor’s experience. An agile AR application design methodology was followed by taking into account the needs of small-to-medium sized real-world museums. Moreover, a heuristic evaluation protocol was applied by a group of experts in order to test the proof-of-concept AR application, in which some novel elements were proposed such as the AR quiz game. The main findings indicate that enhanced AR experiences in museum settings can make a nice fit with the user environment, physical and perceptual abilities, known metaphors, and user position and motion in 3D space. Moreover, AR services can be provided under a minimum distraction and physical effort. As a conclusion, AR technologies are mature enough to be standardized for museum usage, while the audience seems to be ready to take advantage of the related enhanced museum experiences to maximize both user satisfaction and learning outcomes.


2017 ◽  
Vol 121 ◽  
pp. 04001 ◽  
Author(s):  
Cătălin Gheorghe Amza ◽  
Aurelian Zapciu ◽  
Diana Popescu ◽  
Octav Teodorescu

Author(s):  
Dylan Juliano Santoso ◽  
William Silvano Angga ◽  
Frederick Silvano ◽  
Hanzel Edgar Samudera Anjaya ◽  
Fairuz Iqbal Maulana ◽  
...  

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