5,130 research outputs found

    To Explore the Influence of AR-Filtered Selfies on Impression Management in Users' Intrapersonal Communication Under Computer-Mediated Communication (CMC)

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    Selfies are increasingly being shared on social media. On the basis of selfies, traditional beauty filters only finish tasks like whitening and face-lifting. However, with the introduction of augmented reality technology into selfie filters, more and more virtual impressions are presented, causing new influences on social media.This paper explores the influence of AR filters on the impressions management of selfie under Computer Mediad Communication (CMC) from the perspective of Goffman's (1959) dramaturgical theory. This study adopts a qualitative phenomenological research paradigm. Data were collected using document analysis, focus groups and in-depth interviews at two universities in Pingdingshan, China. Research has found that the media characteristics of AR filter selfies allow users to have a rich ability to choose and present their impressions, prompting users to project multiple impressions of themselves on social media. Let users be willing to communicate intrapersonally with AR selfies, thereby achieving self-improvement. This article expands the application scope of new media AR filters of dramaturgical theory in CMC. It also provides a basic understanding of the further communication influence of AR selfies on senders and receivers in CMC. This can provide relevant reference for the government to formulate media policies and manage social media platforms. It can also provide relevant research results as research by other relevant scholars

    A case study of augmented reality serious games

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    The study introduced in this paper examines some of the issues involved in the design and implementation of serious games that make use of tangible AR environments. Our motivation is to understand how augmented reality serious games (ARSG) can be applied to some very difficult problems in the real gaming world. Emphasis is given on the interface and the interactions between the players and the serious games themselves. In particular, two case studies are presented, ARPuzzle and ARBreakout. Results from both case studies indicate that AR gaming has the potential of revolutionizing the way that current games are played and used as well as that it can help educate players while playing

    Metaverse and education: the pioneering case of Minecraft in immersive digital learning

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    The metaverse is presented as a possible new technological iteration for the Internet. The generation of virtual universes in which the physical and the digital converge raises the question of how education will be addressed in these new systems. We find, however, pioneering exercises such as Minecraft: Education Edition. This platform is a version based on the popular sandbox video game, which was originally created by a community of teachers. The aim of this research is to analyze and describe the idiosyncratic characteristics of Minecraft as an educational platform, framing it as one of the pioneering exercises in the metaverse. To this end, we have employed a methodology that combines Multimodal Discourse Analysis with Grounded Theory and the Constant Comparative Method. As conclusions, we observe how the Minecraft Education platform reinforces from its approach pre-existing aspects from the physical world, resizing them to adapt them to its connected digital environment. These are key elements such as the identity of the participants, their ability to act within the system, creativity through lessons as a guide to the educational objectives and the community as the backbone of the process. At the same time, it presents differential components, such as the use of avatars, the transition from textual literacy to multimodal literacy, game mechanics that boost creativity or transhuman capabilities that defy physical space-time. All in all, the platform is designed for teachers, parents and managers, to whom it offers a series of benefits. Therefore, the pedagogical action will depend on their judgment and execution, especially through the elaboration of lessons and worlds, the management of the sessions and their interaction in community environments. It is their responsibility to ensure that the educational experience is truly empowering or, on the contrary, that it ends up being governed by reproductive criteria linked to symbolic violence

    Communicating Augmented Reality Devices Improving Technology Acceptance Among Electric Utility Field Workers

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    Augmented Reality (AR) is very useful for many different fields and purposes such as entertainment, education, military, navigation, industrial, or electric utility. Electric utilities find use in AR due to the flexibility of location and the real-time information sharing with visuals to keep employees safe and efficient. This exploratory study investigated the use of infographic templates as a way to introduce this new technology to line workers in the electric utility field. Infographics were used as a way to prime workers to be more aware of the technology and its possible uses as well as usefulness. Through the use of Communication Accommodation Theory and the Technology Acceptance Model, the researcher found evidence indicating that presenting information in a clear and interesting way increased electric utility workers desire to adopt the new technology through perceived ease of use and perceived usefulness (Davis, Bagozzi & Warshaw, 1989)

    Mixed Reality’s Ability To Craft And Establish An Experience Of Space

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    Mixed Reality, when integrated into architecture, will enable open spaces and the perception of the built environment to change rapidly with little physical fabrication. As architects, we design with a desired experience of space in mind and don’t typically design with a rapidly changing built environment to meet a fluctuating programmatic demand. Theater Program however, often requires such rapid changes to the perceived environment, that is the stage, and is an activator of social interaction based on a shared experience of the performances. What would be the architectural implications if we were to integrate mixed reality as a factor of the built environment? Is mixed reality technology even able to create an altered experience of space? To help answer this question the research conducted thorough investigation of phenomenological relations and studies and testing using the Microsoft HoloLens was conducted to simulate or verify the relations and studies. As a final output, Theater with Mixed Reality integrated into the design process as a key deciding design factor will be the main programmatic research and output of this project postulating both a built environment and flexible use space as possible means to redefine the architectural definition as we currently know as a Theatre
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