The ScavengAR Hunt

2020 ◽  
pp. 999-1021
Author(s):  
Daniel Watanabe

This chapter explains the design and execution of a pre-service teacher training case study using Augmented Reality (AR), Quick Response (QR) codes, and social media mobile applications installed on iPads. The ScavengAR Hunt activity centered on a story narrative inspired by works of fine art using trigger images from the AR mobile application ARART® and incorporated elements of the board game Clue®. Pre-service teachers in the study were divided into groups of 4-6 and assigned specific, individual roles related to a mobile application used in the ScavengAR Hunt, and completed specific tasks while exploring the campus of a midwestern university. The research monitored the groups in real-time through reports submitted on Twitter and responses from QR code scans. The ScavengAR Hunt served as a model for designing a mobile learning activity incorporating multiple mobile applications.

Author(s):  
Daniel Watanabe

This chapter explains the design and execution of a pre-service teacher training case study using Augmented Reality (AR), Quick Response (QR) codes, and social media mobile applications installed on iPads. The ScavengAR Hunt activity centered on a story narrative inspired by works of fine art using trigger images from the AR mobile application ARART® and incorporated elements of the board game Clue®. Pre-service teachers in the study were divided into groups of 4-6 and assigned specific, individual roles related to a mobile application used in the ScavengAR Hunt, and completed specific tasks while exploring the campus of a midwestern university. The research monitored the groups in real-time through reports submitted on Twitter and responses from QR code scans. The ScavengAR Hunt served as a model for designing a mobile learning activity incorporating multiple mobile applications.


2020 ◽  
Vol 4 (2) ◽  
pp. 52-66
Author(s):  
Natalia Anggrarini ◽  
Ida Yulianawati

The digital era is undeniable. Communication all over the world runs with the involvement of digital devices. For widespread information, mobile phones such as smartphones play an essential role in learning media, especially in learning English. In learning English as a foreign language, smartphones provide a variety of features to support the learning process. These potential features benefit the students so they can help themselves in improving their ability, especially in the English language. This study explored the kind of mobile application suggested by the teachers to help their students learn English. By conducting a case study, this study covered a variety of mobile applications and their use in the learning activity. About eight teachers from different senior high schools in Indramayu participated in this study. A questionnaire were distributed to the participants to collect the data; then, it was analyzed qualitatively. 


Author(s):  
José Rouillard

Designing and developing multimodal mobile applications is an important knowledge for researchers and industrial engineers. It is crucial to be able to rapidly develop prototypes for smartphones and tablet devices in order to test and evaluate mobile multimedia solutions, without necessarily being an expert in signal processing (image processing, objects recognition, sensors processing, etc.). This chapter proposes to follow the development process of a scientific experiment, in which a mobile application will be used to determine which modality (touch, voice, QRcode) is preferred for entering expiration dates of alimentary products. For the conception and the generation of the mobile application, the AppInventor framework is used. Benefits and limitations of this visual tool are presented across the “Pervasive Fridge” case study, and the obtained final prototype is discussed.


2020 ◽  
Author(s):  
Friederike Klan ◽  
Christopher C.M. Kyba ◽  
Nona Schulte-Römer ◽  
Helga U. Kuechly ◽  
Jürgen Oberst ◽  
...  

<p>Data contributed by citizen scientists raise increasing interest in many areas of scientific research. Increasingly, projects rely on information technology such as mobile applications (apps) to facilitate data collection activities by lay people. When developing such smartphone apps, it is essential to account for both the requirements of the scientists interested in acquiring data and the needs of the citizen scientists contributing data. Citizens and participating scientists should therefore ideally work together during the conception, design and testing of mobile applications used in a citizen science project. This will benefit both sides, as both scientists and citizens can bring in their expectations, desires, knowledge, and commitment early on, thereby making better use of the potential of citizen science. Such processes of app co-design are highly transdisciplinary, and thus pose challenges in terms of the diversity of interests, skills, and background knowledge involved.</p><p>Our “Nachtlicht-BüHNE” citizen science project addresses these issues. Its major goal is the development of a co-design process enabling scientists and citizens to jointly develop citizen science projects based on smartphone apps. This includes (1) the conception and development of a mobile application for a specific scientific purpose, (2) the design, planning and organization of field campaigns using the mobile application, and (3) the evaluation of the approach. In Nachtlicht-BüHNE, the co-design approach is developed within the scope of two parallel pilot studies in the environmental and space sciences. Case study 1 deals with the problem of light pollution. Currently, little is known about how much different light source types contribute to emissions from Earth. Within the project, citizens and researchers will develop and use an app to capture information about all types of light sources visible from public streets. Case study 2 focuses on meteors. They are of great scientific interest because their pathways and traces of light can be used to derive dynamic and physical properties of comets and asteroids. Since the surveillance of the sky with cameras is usually incomplete, reports of fireball sightings are important. Within the project, citizens and scientists will create and use the first German-language app that allows reporting meteor sightings.</p><p>We will share our experiences on how researchers and communities of citizen scientists with backgrounds in the geosciences, space research, the social sciences, computer science and other disciplines work together in the Nachtlicht-BüHNE project to co-design mobile applications. We highlight challenges that arose and present different strategies for co-design that evolved within the project accounting for the specific needs and interests of the communities involved.</p>


2021 ◽  
Vol 2131 (2) ◽  
pp. 022077
Author(s):  
M V Stupina ◽  
K V Anistratenko ◽  
L O Pazina

Abstract Nowadays, the technology of QR codes is one of the promising areas of development of the IT industry, which has found application in various industries, business areas, medicine, etc. In the field of education, QR codes are used to increase the interactivity of classes, provide additional multimedia content, conduct surveys and other control activities. This work presents the key features of QR codes, their architecture and main components. The use of QR codes in automating the process of accounting for students’ attendance is considered. A web application has been developed for teachers, the interface of which allows them to generate QR codes for academic disciplines. A mobile application with an integrated QR-code scanner was developed for students. All attendance data is recorded in the teacher’s electronic attendance register. A conceptual data model of the system is presented, as well as the main algorithms of its operation related to the generation and scanning of QR codes. The practice of using the developed system demonstrates the effectiveness of monitoring attendance data by promptly entering it into an electronic journal.


Healthcare ◽  
2020 ◽  
Vol 8 (3) ◽  
pp. 315
Author(s):  
María Vanessa Villasana ◽  
Ivan Miguel Pires ◽  
Juliana Sá ◽  
Nuno M. Garcia ◽  
Maria Canavarro Teixeira ◽  
...  

Educating teenagers about nutrition and promoting active lifestyles is essential in reducing the long-term health risks and one idea to achieve this is by using mobile applications. Previous studies showed that the existing mobile applications have similar functionalities, such as intervention with questionnaires, and the use of gamification techniques to improve interactiveness. However, unlike our study, some studies are not validated and verified by healthcare professionals. Additionally, this study intends to promote the interaction between the teenagers and the medical communities. In this study, we analyze the benefits of the proposed mobile application, which features monitoring of physical activity, daily tips and curiosities, questionnaires, and gamification through earning points. Most of the teenagers were satisfied with the physical activity monitoring and found the tips, curiosities, and weekly questionnaires useful. The study started with 26 teenagers from two schools in the center of Portugal that would use the mobile application for five weeks. Still, at the end of the study, only 7 teenagers finalized the study. The decreasing number of teenagers in the study was affected by the lack of social interaction caused by the pandemic situation. During the period, the mobile application would engage the users with notifications on nutrition and physical activity, challenges concerning the number of steps and calories they would have to spend, and questionnaires related to the curiosities and suggestions from the previous week. We used Fisher’s test to investigate the relationship between the assessment obtained in the responses to the questionnaires, and the adoption of healthier eating and sports practices. In summary, participants were satisfied with the mobile application and experienced some improvements in diet and habits.


Author(s):  
Keyla Nalvarte Dionisio ◽  
◽  
Carlos Diaz Nuñez ◽  
Alexi Delgado ◽  
Enrique Lee Huamaní

Abstract— This year, citizens were complaining that the power companies were overcharging their bills because of the pandemic, but investigations in previous years also showed claims in Peru and internationally. In this work, the Scrum Methodology was used for the development of the mobile application and the Balsamiq tool was used for the design of the prototype. In addition, the Arduino tool was used for the electricity consumption meter. As for the case study, we developed the prototypes of the application with its functions and the methodology of how it is elaborated, at the same time we described the way in which the meter will be implemented with Arduino. The results obtained from the research are that people can compare the consumption of the bill issued by the electricity company and the consumption shown by the Arduino meter, in addition to the union of the mobile application with the meter will allow them to consult the consumption and also issue reports having a better control of electricity. This work can be implemented not only in the cities, but also in remote places where traditional meters have not been implemented. Keywords— Arduino; Mobile applications; Power consumption; Scrum methodology


2020 ◽  
Vol 54 (1) ◽  
pp. 97-109
Author(s):  
Ki-Yin Chang ◽  
Chung-Ping Liu ◽  
Mei-Lian Huang ◽  
Jian-Hung Shen ◽  
Ji-Feng Ding

AbstractThis article proposes a novel implementation of a cloud cargo image system via Quick Response (QR) codes to reduce the amount and cost of manual unpacking examinations for export containers. First, individual cargo pictures for different owners are taken before loading. After loading, cargo scenario photos are also taken right before sealing the doors. According to the customs inspection procedure, all containers selected for checks were X-rayed. If cargo X-ray images cannot be identified by customs, the container must be unpacked for examination. In this study, customs officers can access the cargo interior photos with a voucher via its QR code. By comparing X-ray images and cargo scenario photos, the officers verify whether the inspection cargo and declared goods are consistent. Thus, the amount and cost of manual unpacking examination can be substantially reduced. Simulation results showed that, for the inspectors using the X-ray scanner with this cargo image system, overall examination performance for export containers increased by about 32%. This study further expects to provide results and findings to relevant stakeholders for reference.


2020 ◽  
Vol 13 (3) ◽  
pp. 82
Author(s):  
Esra Eroğlu ◽  
Esma Ergüner Özkoç

With the developing technology, innovations have been started in many areas of life. New solutions based on technology have to be produced for new needs. The Internet has become an indispensable element of life with smartphones and mobile devices.  People can access information faster, less costly and independent of time and place by using mobile devices. As a requirement of the Internet era, many businesses support their business processes, services and products with their mobile applications. Academic institutions and publishers also need to keep up with this mobile transformation. In this study, a mobile application (QR-ticle) has been developed which provides reliable and fast access to the publication related to the references given in academic publications by using QR code. With this application, scientists will be able to create QR code for their own articles and will be able to access any of the articles by scanning the QR code.


2013 ◽  
Vol 23 (4) ◽  
pp. 402-406 ◽  
Author(s):  
Amy Fulcher ◽  
Juang-Horng (JC) Chong ◽  
Sarah A. White ◽  
Joseph C. Neal ◽  
Jean L. Williams-Woodward ◽  
...  

With increased mobile device usage, mobile applications (apps) are emerging as an extension medium, well suited to “place-less” knowledge transfer. Conceptualizing, designing, and developing an app can be a daunting process. This article summarizes the considerations and steps that must be taken to successfully develop an app and is based on the authors’ experience developing two horticulture apps, IPMPro and IPMLite. These apps provide information for major pests and plant care tasks and prompt users to take action on time-sensitive tasks with push notifications scheduled specifically for their location. Topics such as selecting between a web app and a native app, choosing the platform(s) for native apps, and designing the user interface are covered. Whether to charge to download the app or have free access, and navigating the intra- and interinstitutional agreements and programming contract are also discussed. Lastly, the nonprogramming costs such as creating, editing, and uploading content, as well as ongoing app management and updates are discussed.


Sign in / Sign up

Export Citation Format

Share Document