scholarly journals IMPLEMENTING AUGMENTED REALITY SCENARIO-BASED LEARNING: IMPACT STUDY IN THE SECURITY INDUSTRY

2021 ◽  
Vol 1 ◽  
pp. 1-4
Author(s):  
Kenneth Tan ◽  

Augmented Reality (AR) is a technology that allows virtual information to be overlaid onto a live direct or indirect real-world environment in real time. Augmented Reality Application for Security Training (ARAST) is an AR platform that is designed for security officer training. It can be used to supplement WSQ training for security operations and as refresher training for security officers at the workplace. ARAST sets itself apart from most other AR/VR training available, with its flexibility to create a learning environment using the deployment of markers (QR Code) and mobile app on trainee’s mobile devices. ARAST does not rely on bulky hardware (VR/AR glasses) thus making it conducive to adopt for workplace learning. To study the effectiveness of this program, from scenario design, AR App development, to training implementation and delivery to results measurements using the training evaluation framework by Donald Kirkpatrick through an experimental design impact study to demonstrate. • Realistic and mediated AR content to engage users in an immersive learning environment. • A supporting platform that allows collection of learning data for analysis. • Allows trainers to easily create training/assessment scenario as well as to remotely view progress. • Trainees can learn at their own time and reports can be made available to trainees regarding their learning progress and training gaps.

10.28945/2207 ◽  
2015 ◽  
Vol 10 ◽  
pp. 021-035 ◽  
Author(s):  
Yan Lu ◽  
Joseph T. Chao ◽  
Kevin R. Parker

This project shows a creative approach to the familiar scavenger hunt game. It involved the implementation of an iPhone application, HUNT, with Augmented Reality (AR) capability for the users to play the game as well as an administrative website that game organizers can use to create and make available games for users to play. Using the HUNT mobile app, users will first make a selection from a list of games, and they will then be shown a list of objects that they must seek. Once the user finds a correct object and scans it with the built-in camera on the smartphone, the application will attempt to verify if it is the correct object and then display associated multi-media AR content that may include images and videos overlaid on top of real world views. HUNT not only provides entertaining activities within an environment that players can explore, but the AR contents can serve as an educational tool. The project is designed to increase user involvement by using a familiar and enjoyable game as a basis and adding an educational dimension by incorporating AR technology and engaging and interactive multimedia to provide users with facts about the objects that they have located


Author(s):  
Johny Pretell Cruzado ◽  
Tatiana Llajaruna Cespedes ◽  
Gian Pierre Bohorquez Coria ◽  
Jose Luis Herrera Salazar
Keyword(s):  

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.


10.2196/15634 ◽  
2019 ◽  
Vol 8 (12) ◽  
pp. e15634 ◽  
Author(s):  
Stephanie Allan ◽  
Hamish Mcleod ◽  
Simon Bradstreet ◽  
Sara Beedie ◽  
Bethany Moir ◽  
...  

Background Relapse is common in people who experience psychosis and is associated with many negative consequences, both societal and personal. People who relapse often exhibit changes (early warning signs [EWS]) in the period before relapse. Successful identification of EWS offers an opportunity for relapse prevention. However, several known barriers impede the use of EWS monitoring approaches. Early signs Monitoring to Prevent relapse in psychosis and prOmote Well-being, Engagement, and Recovery (EMPOWER) is a complex digital intervention that uses a mobile app to enhance the detection and management of self-reported changes in well-being. This is currently being tested in a pilot cluster randomized controlled trial. As digital interventions have not been widely used in relapse prevention, little is known about their implementation. Process evaluation studies run in parallel to clinical trials can provide valuable data on intervention feasibility. Objective This study aims to transparently describe the protocol for the process evaluation element of the EMPOWER trial. We will focus on the development of a process evaluation framework sensitive to the worldview of service users, mental health staff, and carers; the aims of the process evaluation itself; the proposed studies to address these aims; and a plan for integration of results from separate process evaluation studies into one overall report. Methods The overall process evaluation will utilize mixed methods across 6 substudies. Among them, 4 will use qualitative methodologies, 1 will use a mixed methods approach, and 1 will use quantitative methodologies. Results The results of all studies will be triangulated into an overall analysis and interpretation of key implementation lessons. EMPOWER was funded in 2016, recruitment finished in January 2018. Data analysis is currently under way and the first results are expected to be submitted for publication in December 2019. Conclusions The findings from this study will help identify implementation facilitators and barriers to EMPOWER. These insights will inform both upscaling decisions and optimization of a definitive trial. Trial Registration ISRCTN Registry ISRCTN99559262; http://www.isrctn.com/ISRCTN99559262 International Registered Report Identifier (IRRID) DERR1-10.2196/15634


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