scholarly journals Technology Acceptance and Customer Perception of Augmented Reality (AR) in Indonesian Beauty Industry

Author(s):  
Kiko Kristi ◽  
Nurrani Kusumawati
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.


2020 ◽  
Vol 4 (1) ◽  
pp. 11-22
Author(s):  
Deli Deli

Implementation of Augmented Reality for Earth Layer Structure on Android Based as A Learning Media isa research that aims to help in presenting material to Elementary School children. The research methodchosen in the completion of this study uses the 4D method (Define, Design, Develop and Disseminate) witha data collecting method using Technology Acceptance Model (TAM) built one construct with threedimensions of user assessment level of technology acceptance to support the basis of questionnaire design.AR design supported by 3D models, in order to be able to support the details of each explanation of thematerial contained, thus helping users to understand the material and ease of interaction on the media.The final result obtained in this research is that the application is stated to be able to help the school, it is used as a media display in the classroom so students do not need to imagine themselves, but simply byusing learning media is able to present the material to students.Keywords: Learning Media, 4D Method, User Acceptance Test, Augmented reality, Android.


2019 ◽  
Vol 11 (16) ◽  
pp. 4292 ◽  
Author(s):  
Bing Mei ◽  
Shuxia Yang

In the educational context, there currently emerges a growing research interest in using mobile augmented reality (AR) and the gamification concept to promote environmental education (EE). However, to date, scant attention has been paid to practically linking this approach to formal curricula at the tertiary level in China. Given the situation, we designed a geolocation-based mobile AR scavenger hunt to explore students’ perception of embedding technology-enhanced and gamified EE in their language learning process. Ninety-eight first-year students, majoring in English at a Chinese university, were invited to participate in this study. In this game, students need to find the answers to 24 environment-themed questions phrased in English. Guided by prior technology acceptance research, we employed a mixed methods approach to capture participants’ experience and perception of the process. The results show that this approach was positively perceived among the participants, for it could not only enrich their language learning experience but also promote their awareness of the environment. The findings offer insights into how EE can be purposefully integrated with tertiary education by leveraging current technological and pedagogical innovations.


2016 ◽  
Vol 14 (3) ◽  
pp. 91-106
Author(s):  
Wen-Chun Hsu ◽  
Ju-Ling Shih

In this study, to learn the routine of Tantui, a branch of martial arts was taken as an object of research. Fitts' stages of motor learning and augmented reality (AR) were applied to a 3D mobile-assisted learning system for martial arts, which was characterized by free viewing angles. With the new system, learners could rotate the viewing angle of an image freely in a three-dimensional space, zoom in or zoom out the image, and adjust its playback speed. The experimental participants were divided into two groups, i.e., the experimental group (EG) and the control group (CG). The same coach instructed the EG through the 3D mobile-assisted learning system with AR capability while the CG was taught through a 2D video-based learning system on common mobile devices. Finally, a one-way ANOVA was performed to investigate the differences in learning performance between the two groups. Also, questionnaire surveys and interviews were conducted to understand whether the 3D free viewing angle of AR was helpful to cognitive learning of motor skills, learning motivation, learning satisfaction, and conditions of technology acceptance. It is expected that this findings herein will contribute to mobile-assisted learning and martial arts teaching in the future.


2020 ◽  
Vol 10 (4) ◽  
pp. 121
Author(s):  
Ilona-Elefteryja Lasica ◽  
Maria Meletiou-Mavrotheris ◽  
Konstantinos Katzis

The current article provides an overview of a Teacher Professional Development (TPD) program that has been designed, pilot tested, and implemented to investigate the impact of augmented reality (AR) on: (a) Teachers’ level of technology (AR) acceptance, adoption of inquiry-based instructional approaches, and confidence towards teaching twentieth-first century skills in STEM-related courses; and (b) students’ potential enhancement of specific twentieth-first century skills and motivation and interest during a STEM- (science, technology, engineering, mathematics)-related course supported with AR. This article focuses on the teachers’ points of view concerning the impact of their STEM-related interventions on their students’ motivation and learning, as well as the factors that influence the teachers’ technology acceptance. The TPD program has been implemented in Cyprus and Greece with twenty-five lower secondary school teachers (20 in Cyprus and 5 in Greece). The research methodology applied is Educational Design Research (EDR), including an initial phase of the TPD program and a second (improved) phase. The data collection tools consisted of questionnaires, interviews, and observation of classroom interventions. Initial findings and their implications for teaching and future research are discussed, indicating the potential benefits and challenges surrounding the integration of AR within the educational process.


10.29007/7jch ◽  
2019 ◽  
Author(s):  
James Stigall ◽  
Sharad Sharma

Building occupants must know how to properly exit a building should the need ever arise. Being aware of appropriate evacuation procedures eliminates (or reduces) the risk of injury and death occurring during an existing catastrophe. Augmented reality (AR) is increasingly being sought after as a teaching and training tool because it offers a visualization and interaction capability that captures the learner’s attention and enhances the learner’s capacity to retain what was learned. Utilizing the visualization and interaction capability that AR offers and the need for emergency evacuation training, this paper explores mobile AR application (MARA) constructed to help users evacuate a building in the event of an emergency such as a building fire, active shooter, earthquake, and similar circumstances. The MARA was built for Android-based devices using Unity and Vuforia. Its features include the use of intelligent signs (i.e. visual cues to guide users to the exits) to help users evacuate a building. Inter alia, this paper discusses the MARA’s implementation and its evaluation through a user study utilizing the Technology Acceptance Model (TAM) and the System Usability Scale (SUS) frameworks. The results demonstrate the participants’ opinions that the MARA is both usable and effective in helping users evacuate a building.


2011 ◽  
Vol 4 (11) ◽  
pp. 3342-3352 ◽  
Author(s):  
Theodoros N. Arvanitis ◽  
Daniel D. Williams ◽  
James F. Knight ◽  
Chris Baber ◽  
Michael Gargalakos ◽  
...  

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