Off the Paved Paths

2013 ◽  
Vol 5 (2) ◽  
pp. 21-49 ◽  
Author(s):  
Kimiko Ryokai ◽  
Alice Agogino

Mobile augmented reality (MAR) is an increasingly popular technology for enhancing how people interact with and learn about the environment and objects in the physical world. However, little is known about what aspects of a MAR interface can enhance student learning and engagement. Building on field observations and interviews with experts, and formative studies on how mobile learners navigate spaces using different interfaces, the authors have designed, built, and evaluated the GreenHat MAR application to help students learn about biodiversity and sustainability issues in their natural environment. The authors’ evaluation of the GreenHat MAR prototypes suggests that in comparison to a digital map on the same smartphone, MAR encouraged students to more carefully scrutinize physical field sites, and led them to make more personal discoveries to the subject matter being learned. They present the iterative design process, results from the authors’ studies, and discuss the implications for the design of mobile learning tools.

2018 ◽  
Vol 19 (3) ◽  
pp. 279-296
Author(s):  
Tomasz Bekus

On the basis of the analysis of the source literature, the article tackled the subject of Augmented Reality as a modern marketing tool. To begin with, the presumptions were diagnosed which constitute the proof of the increasing significance of this technology. Then it Was defined what Augmented Reality is, as well as its functionality Was presented. In the further part of the text, the selected examples of the practical application of AR, as well as their usage in marketing activity, were provided. Moreover, a case study Was presented in which the application of Mobile Augmented Reality Systems (MARS) Was discussed in a broader way on the example of mobile applications. The article concludes with a vision of the further development of Augmented Reality in the marketing aspect


2020 ◽  
Vol 16 (3) ◽  
pp. 491-512 ◽  
Author(s):  
Vaggelis Saprikis ◽  
Giorgos Avlogiaris ◽  
Androniki Katarachia

Augmented Reality (AR) technology adoption has been growing worldwide in recent years. The potential of AR to blend digital information into the physical world has been a challenge for both academia and industry, who attempt to realize and anticipate its impact on users’ perceptions, adoption intention and use. The present paper is an empirical study aimed at making substantial suggestions and investigating an integrative theoretical paradigm which attempts to establish the significance of specific factors which allow using mobile augmented reality apps in shopping malls. The study employs information from the extant literature with a view to extending the Unified Theory on Acceptance and Use of Technology (UTAUT). The results show that performance expectancy, enjoyment and reward are direct determining factors of adopting the specific technology in shopping malls, whereas facilitating conditions, social influence, innovativeness and trust exert an indirect effect on behavioral intention adoption. The research findings have far-reaching theoretical and practical implications for the development, marketing and application of mobile AR apps in the context of the specific contemporary form of shopping.


2022 ◽  
Vol 9 (1) ◽  
Author(s):  
Rubina Dutta ◽  
Archana Mantri ◽  
Gurjinder Singh

AbstractThe education system evolves and transforms towards interactive and immersive learning tools in this digital age. Augmented reality has also evolved as a ubiquitous, robust, and effective technology for providing innovative educational tools. In engineering education, many abstract concepts require technological intervention for conceptual understanding and better instructional content. While learning through the immersive tools, system usability has great importance in terms of effectiveness, efficiency, and satisfaction. Effectiveness refers to users' accuracy and completeness in achieving defined goals; efficiency relates to expended resources about the precision and completeness with which users achieve their objectives; satisfaction deals with a positive attitude towards using the product. If the system fails to provide good usability, it may cause adverse effects such as increasing stress, lacking necessary features, increasing the users' cognitive load, and negatively impacting the student's motivation. In this study, two mobile augmented reality (MAR) applications were developed as an instructional tool to teach the students about Karnaugh maps in the digital electronics course. The first application is a Keypad-based MAR application that uses a keypad matrix for user interaction and the second application is a Marker-based MAR application that uses multiple markers to solve K-Map for producing an optimum solution of the given problem. An experimental study was conducted to determine the student's opinion of the developed MAR applications. The study was designed to determine the system usability of the two MAR applications using the System Usability Score (SUS) and Handheld Augmented Reality Usability Score (HARUS) models. 90 engineering students participated in the study, and they were randomly divided into two different groups: keypad-based group and Marker-based group. The keypad-based group included 47 students who had hands-on experience with a keypad-based MAR application, whereas the marker-based group included 43 students who had hands-on experience with multiple marker-based MAR applications. The experimental outcomes indicated that the keypad-based MAR application has better SUS and HARUS scores than the marker-based MAR application which suggests that the keypad-based MAR application has provided better user interaction.


Author(s):  
Aida Khakimova ◽  
Oleg Zolotarev ◽  
Lyudmila Sharapova ◽  
Daler Mirzoev ◽  
Aleksanra Belaya ◽  
...  

The image of the city is a spatio-temporal continuum in which everything is interconnected, it exists as a single monolith expressing itself in the general atmosphere. The visual image of the city may contain two planes of meanings: culturally ratified and universally valid, expressed by cultural codes, and also significant only to those who are viewing the image. Therefore, the content of the visual image depends on who the subject of perception is, what he pays attention to and in what situation the process of perception of the image occurs.


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