3,670 research outputs found

    ENHANCING USERS’ EXPERIENCE WITH SMART MOBILE TECHNOLOGY

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    The aim of this thesis is to investigate mobile guides for use with smartphones. Mobile guides have been successfully used to provide information, personalisation and navigation for the user. The researcher also wanted to ascertain how and in what ways mobile guides can enhance users' experience. This research involved designing and developing web based applications to run on smartphones. Four studies were conducted, two of which involved testing of the particular application. The applications tested were a museum mobile guide application and a university mobile guide mapping application. Initial testing examined the prototype work for the ‘Chronology of His Majesty Sultan Haji Hassanal Bolkiah’ application. The results were used to assess the potential of using similar mobile guides in Brunei Darussalam’s museums. The second study involved testing of the ‘Kent LiveMap’ application for use at the University of Kent. Students at the university tested this mapping application, which uses crowdsourcing of information to provide live data. The results were promising and indicate that users' experience was enhanced when using the application. Overall results from testing and using the two applications that were developed as part of this thesis show that mobile guides have the potential to be implemented in Brunei Darussalam’s museums and on campus at the University of Kent. However, modifications to both applications are required to fulfil their potential and take them beyond the prototype stage in order to be fully functioning and commercially viable

    Mobile augmented reality in learning chemistry subject: an evaluation of science exploration

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    Various technologies have been used in making teaching and learning sessions more effective, fun, and enjoyable. One of the ways to make teaching and learning interactive is by emphasizing the use of mobile augmented reality (MAR). Thus, this study has proposed using MAR for a chemistry subject, namely science exploration (SCIENEX). This study adopted design and development research (DDR) by employing the analysis, design, development, implementation, and evaluation (ADDIE) model. The phases involved in DDR are ADDIE. SCIENEX was evaluated based on its validity, usability, and effectiveness. Five experts validated SCIENEX after it had been completely developed. The samples for usability testing and effectiveness of SCIENEX were 30 secondary school students who were studying chemistry. The results of the evaluation of the experts’ validation revealed that SCIENEX is a valid and appropriate MAR application for the learning of topics in chemistry. The result also revealed that the majority of students strongly agreed that SCIENEX is appropriate for the usage of MAR in learning chemistry, as it is fun, easy to use, and helps students to understand their learning. Interestingly, SCIENEX could increase students’ performance in their learning (t=21.754; p=0.000). Thus, it can be concluded that SCIENEX is valid, can be used for learning chemistry, and can help students in their learning. The limitations of this study and future suggestions for research are also discussed

    OER in the Mobile Era: Content Repositories’ Features for Mobile Devices and Future Trends

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    Learning objects and open contents have been named in the Horizon reports from 2004 and 2010 respectively, predicting to have an impact in the short term due to the current trend of offering open content for free on the Web. OER repositories should adapt their features so their contents can be accessed from mobile devices. This paper summarizes recent trends in the creation, publication, discovery, acquisition, access, use and re-use of learning objects on mobile devices based on a literature review on research done from 2007 to 2012. From the content providers side, we present the results obtained from a survey performed on 23 educational repository owners prompting them to an- swer about their current and expected support on mobile devices. From the content user side, we identify features provided by the main OER repositories. Finally, we intro- duce future trends and our next contribution

    QR Codes in Education

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    QR codes, developed by a Japanese company, have been around for over fifteen years. With the advent of smart and Web capable mobile devices, we witness a steady growth of interesting commercial applications using QR codes. As the movement of using QR codes in education is still in its infancy, this paper serves to be one of the first comprehensive papers in journal publication to fully delineate (a) the user characteristics of QR codes, (b) the processes of making and reading QR codes, (c) the survey of commercial applications using QR codes, (d) the literature review of educational applications using QR codes, and (e) offer suggestions and implementations of QR codes in school education

    Augmented reality and language learning: From annotated vocabulary to place-based mobile games

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    Connecting to Educational Resources Online with QR Codes

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    Quick Response (QR) codes are two-dimensional barcodes which can be scanned with web-enabled mobile devices. These codes connect directly to a website, video, phone number, or text message, providing instant access to information resources whenever and wherever needed. This paper will examine to what extent QR codes are currently being used in schools, and will explore the possibilities of integrating QR codes in school settings. Embedded in this discussion are descriptions of the next evolution of this form of technology

    WeeliciousCuisine quick response (QR)

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    This paper attempts to create a WeeliciousCuisine quick respond (QR) code content which including some guideline video to guide the users on how to use this product and also providing some recipe to teach them how to used and how to made a complete dishes.The target of audience ages are in seventeen to twenty five years old.Besides that, it also aim for the restaurants, shops and bars to provide them a better understanding of how the products have been use as to improve the services of the tourism industry as this application provides the useful information related to the products or ingredients that required by the foreigners, so the users can get the right ingredients in overseas for example, Malaysia.Research conducted by using the descriptive statistics and result shown more than 58% respondents are still not familiar with Quick respond code but more than a half respondents are interested to know more about Quick respond code and requested to improve their content on food and beverage.In conclusion, WeeliciousCuisine Quick Response (QR) is a system that helps user to have a quick look and learn how to cook in short time.The function of this system is to prevent users for choosing the wrong ingredients and also help them to save time and cost in the supermarket

    FiAAR: An augmented reality firetruck equipment assembly and configuration assistant technology

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    Augmented reality (AR) is the technology that expands the physical world by enhancing the objects that reside in the real world with computer generated perceptual information to provide interactive experience in a real-world environment. AR is used effectively in many business sectors such as the engineering, education and training, medicine, logistics and transport, and others. Rescue services is one of the challenging areas where the use of AR technology has extremely high demands for robustness and ease of use. In this paper, we have introduced two augmented reality versions for the FiAAR project developed by Karlsruhe University of Applied Sciences. The first version is developed for Realmax HMT-1 device with hands free interaction utilizing speech recognition. The second version in turn focuses on hand recognition and it's developed for Realwear Qian device with Leap Motion sensor. Our intention is to show the potential of current AR technologies in demanding use cases
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