9 research outputs found

    Desktop vs. Headset: A Comparative Study of User Experience and Engagement for Flexibility Exercise in Virtual Reality

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    This study aimed to investigate the effectiveness of Virtual Reality (VR) technology for flexibility exercise and compare the physical outcomes, user experience, and engagement of VR desktops and VR headsets. The VR exercise application was designed using motion capture technology and exported to different VR devices. Each of the devices was used by 30 participants to perform a flexibility exercise in VR. Physical outcomes were measured using the sit-and-reach test, and user experience and engagement were evaluated using questionnaires and group discussions. The results showed that VR desktop participants had higher sit-and-reach scores. However, VR headset participants reported a more immersive experience (reality judgment) and motivation (value and usefulness). They also had higher engagement (focused attention and reward) levels than VR desktop participants. There were no significant differences between the two approaches in terms of enjoyment, effort, pressure, choice, correspondence, absorption, perceived usability, and aesthetic appeal. The study highlights the importance of considering physical outcomes, user experience, and engagement by comparing two different VR approaches for flexibility exercise. Further research is needed to explore the limitations and potential benefits of VR technology for physical activity. Doi: 10.28991/ESJ-2023-07-04-03 Full Text: PD

    A Review of Multimedia Usage in Embryology Education

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    Embryology, which is a part of anatomy curriculum, is well known to be most difficult to teach. Applied embryology is important in medical practice especially in obstetrics and gynecology. To support teaching embryology, a few multimedia methods have been introduced for the past twenty years, such as animations, two dimensional illustrations, three-dimensional illustrations, movies, and video. Innovative anatomy teaching and learning technology, particularly in the embryology syllabus, dramatically boosts students’ understanding and interest while also indirectly simplifies anatomists’ job. Students are excited to be able to visualize the embryo changes at any gestational age from fertilization to fetus development. Students’ motivation is increased, and their comprehension and memorization are improved. In this review, we elaborate on the details of multimedia methods used for embryology teaching and learning as an alternative to traditional lectures and tutorials. The variety of approaches aids in reducing boredom and maintaining high levels of concentration. As a result, the multimedia usage is useful for long-term memorization

    The use of User Experience (UX) and Multimedia Project Management (MPM) to produce learning-module videos for autism children: A post-study focus group session with autism caretakers

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    Autism is a condition where one has challenges in controlling their social skills and behaviours. Autism affects their communications with people surrounding them. WHO reports one in every 160 children has autism. Interventions are needed by the autism community to assist them in teaching the autism students and managing the autism centers. User Experience (UX) and Multimedia Project Management (MPM) are used to produce learning-module videos for autism children. An 8-week field study of a summative evaluation on the use of the video was conducted. A post-study focus group discussion was then discussed with three caretakers regarding the use of the video for 1) the students learning skills and for 2) the caretakers to teach the students. The findings show using MPM and UX for developing videos for autism children is positive for both questions. However, further investigation on the learning capability of the autism students can be explored

    Design and development of an augmented reality application to learn Mandarin

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    This paper presents the design and development of an augmented reality (AR) app to enhance learning Mandarin among university students using a user-centered design life cycle (UCDL). A survey was conducted to investigate the difficulty of learning Mandarin and the thoughts of using technology to assist the students in learning the language. Forty-five students participated in the survey. The results show that participants have difficulty learning to speak, write, read, or listen in Mandarin, with writing was found to be the most difficult (M = 3.49, SD = .94). The majority of the participants (n = 39, 87%) reported having never seen or used an AR education app. However, most (n = 36, 80%) also said that they are interested in using an AR app to learn Mandarin. A low-fidelity prototype of an AR app to assist students in learning Mandarin was designed. An expert usability evaluation was conducted with three experts. Thirty-three usability problems were found, and further changes to the low-fi were designed. A usability evaluation of the low-fi with a group of students will be conducted followed by the app’s development. A final round of usability testing of the final app will also be conducted

    Gamification for Tourist Guide Application

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    Tourist Guide application is a mobile application that will be useful for all visitors for a holiday. This application (app) is proposed to provide visitor information about attractive places. Through the app, visitors easily find out the most attractive places by using the map as the app will recommend visitors the top destination to visit. Thus, it is important as they do not have to waste their time seeking information about the location's place and details. The less attractive of the current system affects the user engagement. Thus, the gamification elements that will be implemented in the app can provide a new way of interaction and engagement in a fun and rewarding way. The elements of gamification that will be implemented are point, reward and challenge. The challenge or mini-game, such as quizzes, will make visitors go to the location to find the answers. Not only that, but the visitors also may receive some reward based on the point they collect for each of the correct answers they give. Hence, the app was developed to provide information about the attractions to users and encourage and motivate the users who visit the places. The methodology used for developing the Tourist Guide app is prototyping. The software will be developed in a few phases, including an initial requirement, design, prototyping, customer evaluation, review and update, and final system development
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