4 research outputs found

    REALIDADE AUMENTADA NO DESENVOLVIMENTO DE JOGOS EDUCACIONAIS: UM ESTUDO DE CASO DE UM JOGO DE LÍNGUA INGLESA

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    A educação vem sendo construída e reconstruída constantemente como uma tentativa de desenvolver novas formas de aprendizagem. Uma dessas tentativas é a Realidade Aumentada (RA) que tem se tornado amplamente utilizada para proporcionar a interação com o mundo virtual através do mundo real, ou seja, objetos ou informações virtuais sendo utilizados no mundo real. Uma vez que a utilização da RA torna-se viável, pode-se estimular e potencializar o aprendizado dos alunos visto que, além de ser atrativa, a tecnologia desperta a curiosidade dos estudantes mais jovens. Por essa razão, este estudo tem por objetivo discutir a utilização de realidade aumentada no desenvolvimento de jogos educacionais tridimensionais para o apoio ao ensino e aprendizagem de cores em Língua Inglesa através da Realidade Aumentada e como integrar o Vuforia SDK no Unity3

    Design Principles of Mobile Information Systems in the Digital Transformation of the Workplace - Utilization of Smartwatch-based Information Systems in the Corporate Context

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    During the last decades, smartwatches emerged as an innovative and promising technology and hit the consumer market due to the accessibility of affordable devices and predominant acceptance caused by the considerable similarity to common wristwatches. With the unique characteristics of permanent availability, unobtrusiveness, and hands-free operation, they can provide additional value in the corporate context. Thus, this thesis analyzes use cases for smartwatches in companies, elaborates on the design of smartwatch-based information systems, and covers the usability of smartwatch applications during the development of smartwatch-based information systems. It is composed of three research complexes. The first research complex focuses on the digital assistance of (mobile) employees who have to execute manual work and have been excluded so far from the benefits of the digitalization since they cannot operate hand-held devices. The objective is to design smartwatch-based information systems to support workflows in the corporate context, facilitate the daily work of numerous employees, and make processes more efficient for companies. During a design science research approach, smartwatch-based software artifacts are designed and evaluated in use cases of production, support, security service, as well as logistics, and a nascent design theory is proposed to complement theory according to mobile information system research. The evaluation shows that, on the one hand, smartwatches have enormous potential to assist employees with a fast and ubiquitous exchange of information, instant notifications, collaboration, and workflow guidance while they can be operated incidentally during manual work. On the other hand, the design of smartwatch-based information systems is a crucial factor for successful long-term deployment in companies, and especially limitations according to the small form-factor, general conditions, acceptance of the employees, and legal regulations have to be addressed appropriately. The second research complex addresses smartwatch-based information systems at the office workplace. This broadens and complements the view on the utilization of smartwatches in the corporate context in addition to the mobile context described in the first research complex. Though smartwatches are devices constructed for mobile use, the utilization in low mobile or stationary scenarios also has benefits due they exhibit the characteristic of a wearable computer and are directly connected to the employee’s body. Various sensors can perceive employee-, environment- and therefore context-related information and demand the employees’ attention with proactive notifications that are accompanied by a vibration. Thus, a smartwatch-based and gamified information system for health promotion at the office workplace is designed and evaluated. Research complex three provides a closer look at the topic of usability concerning applications running on smartwatches since it is a crucial factor during the development cycle. As a supporting element for the studies within the first and second research complex, a framework for the usability analysis of smartwatch applications is developed. For research, this thesis contributes a systemization of the state-of-the-art of smartwatch utilization in the corporate context, enabling and inhibiting influence factors of the smartwatch adoption in companies, and design principles as well as a nascent design theory for smartwatch-based information systems to support mobile employees executing manual work. For practice, this thesis contributes possible use cases for smartwatches in companies, assistance in decision-making for the introduction of smartwatch-based information systems in the corporate context with the Smartwatch Applicability Framework, situated implementations of a smartwatch-based information system for typical use cases, design recommendations for smartwatch-based information systems, an implementation of a smartwatch-based information system for the support of mobile employees executing manual work, and a usability-framework for smartwatches to automatically access usability of existing applications providing suggestions for usability improvement

    Mobile Brugeroplevelser:Forståelse, design og implementering af mobile brugeroplevelser i temaparker

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    On the use of mobile tools in everyday life

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    This paper explores how mobile tools are used in everyday life and investigates the issues surrounding their usage, or indeed, their lack of usage. Personal computers support us in a wide range of our desk-bound activities, but there is still relatively little use of computer-based tools in other parts of our day-to-day lives. We hypothesise that this is because certain barriers-to-use exist that discourage their use in everyday environments, namely that the tools are not readily to hand at the time of need and/or that they distract the user's attention too much from the surrounding environment or main task at hand. We briefly present our concept of a Smartwatch -- a wrist-worn form of a general-purpose wearable computer -- that aims to overcome these barriers. However, we strongly believe that a prerequisite to the successful development of this, and other types of mobile devices, is a better understanding of the use, or disuse, of mobile tools in everyday life (including traditional and paper-based solutions). To gain this understanding we conducted a diary study in which a group of twelve volunteers recorded their usage of mobile tools over a period of 2 days. With the large volume of data that was collected we performed a qualitative analysis based on grounded theory techniques, resulting in a comprehensive and detailed picture of the use of mobile tools in everyday life. From this understanding we have drawn out nine key themes which we present in some detail in this paper, including: situational versus portability strategies, the mobility of information, new behaviours derived from mobile phone usage, the importance of creative expression, concern over privacy and security issues, and the demonstrated existence of the barriers-to-use
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