88 research outputs found

    An evaluation on the effectiveness of web-based virtual tour interfaces

    Get PDF
    Virtual tour is often expected to give prospective clients overview of intended places for future visits such as universities, colleges, campus, and tourist attractions.As far as sports center is concerned, virtual tour is used to attract more users to utilize the facilities provided by making them aware of what facilities are available. However, there is currently lacking of literature to support whether virtual tour is effective in promoting sports and recreational facilities.On the other hand, there are user studies carried out to evaluate the effectiveness of two-dimensional (2D) and three-dimensional (3D) interfaces in various domains.Hence, this study aims to contribute in the list the domain of virtual tour.Three following objectives were outlined: (a) to measure task performance for 2D and 3D virtual tour interfaces, (b) to determine the relationship between virtual tour interfaces and effectiveness of a virtual tour, and (c) to determine the priority (importance) of features to be incorporated in a virtual tour.A quasi-experimental research method was performed using a task sheet and a set of questionnaire to achieve the objectives of this study.The findings of this study contribute empirical evidence that virtual tour is effective in promoting sports and recreational facilities in terms of its functionalities, user level of awareness, and user intention to use.It also contributes to the list of user studies on 2D and 3D interfaces particularly in the domain of virtual tour.Finally, the deliverables of this study may serve as guidelines to future virtual tour development projects

    Effects of interactive digital media on architectural heritage learning

    Get PDF
    This study attempts to determine the effects of three modes of digital media (virtual reality, video, and Web) on architectural heritage learning.It also aims to determine the demographics' effects of museum visitors on learning using interactive digital media.The content of these media focuses on historical and architectural information of a cultural heritage monument at a UNESCO World Heritage Site.This study has employed quasi-experimental method with the use of designated tasks and retention test in real-world setting.It is found that there is a significant difference among these digital media on retention score.Further analysis reveals that virtual reality provides the lowest retention score and contributes to this significant difference when compared to video.There is no significant difference between gender and retention score.However, there is a significant difference among age and retention score. This study contributes towards empirical evidence on the significant use of interactive digital media on architectural heritage learning and provides insights about demographic effects of interactive digital media on architectural heritage learning

    Realiti maya dalam visualisasi maklumat

    Get PDF
    Komunikasi berkesan memerlukan penggunaan kaedah penyampaian maklumat yang baik.Pada kebiasaannya, kaedah penyampaian maklumat seperti teks dan audio digunakan.Dalam era teknologi maklumat dan komunikasi, realiti maya dilihat sebagai salah satu teknologi dalam visualisasi maklumat untuk komunikasi berkesan.Berdasarkan tinjauan literatur, kertas ini membincangkan perbandingan realiti maya di antara media bercetak, filem atau video dan multimedia.Ia juga membincangkan penggunaan realiti maya dalam talian khususnya dalam visualisasi maklumat. Prototaip lawatan maya Perpustakaan Sultanah Bahiyah dan Kompleks Sukan Universiti Utara Malaysia telah dibangunkan dan seterusnya akan digunakan untuk menilai aspek kebolehgunaan kepuasan antara muka pengguna. Prototaip ini juga akan digunakan untuk menentukan keberkesanan visualisasi maklumat dua dimensi dan tiga dimensi

    Conceptual model of mobile augmented reality for cultural heritage site towards enjoyable informal learning aspect

    Get PDF
    Conceptual model of mobile augmented reality (AR) for cultural heritage site based on enjoyable informal learning aspect is proposed to help technical or content developers to develop mobile AR application specifically for cultural heritage site that include enjoyable learning aspect.The conceptual model provides appropriate content, navigation and user interface design, interactivity, features, hardware, and process for providing informal learning in enjoyable way at cultural heritage site using mobile AR. The conceptual model consists of three structures, six components, and twenty nine elements.The usage of conceptual model is flexible which can be implemented according to developer’s needs and preferences

    Applicability of mobile augmented reality usage at Melaka cultural heritage sites

    Get PDF
    Augmented reality (AR) technology may help the existence of cultural heritage sites to a better position by communicating the history behind them. With AR, visitors are invited to come, learn and enjoy at the cultural heritage sites. However, to date none of these sites in Malaysia provides AR application as a media although it has many potential benefits. Therefore, this study tries to promote AR usage at cultural heritage sites by examining the applicability of mobile AR usage at Melaka heritage sites. At first, such mobile AR application was developed, and then a user study was conducted by providing visitors with the application and questions to answer. The findings reveal that 90% of the respondents agree that mobile AR is applicable to be utilised at the cultural heritage sites. In conclusion, the findings provide evidences of the potential usage of mobile augmented reality at cultural heritage sites and give better visiting experiences to the visitors

    Digital interpretive media usage in cultural heritage sites at Yogyakarta

    Get PDF
    Cultural heritage is the asset of tourism industry to attract tourist for visiting a country. Cultural heritage needs to be conserved in order to prolong the life from being deterioration. However, conservation needs huge financial cost and this reason becomes the major obstacles for cultural heritage to be maintained its existence in a country. Nowadays, digital cultural heritage conservation is alternatively utilized as it reduces the cost of conservation in the form of digital interpretive media such as video, animation, 3D simulation, virtual reality, and augmented reality. Therefore, this study attempted to seek about the availability of digital interpretive media at cultural heritage sites through a survey. This paper presents the findings of availability level of digital media in the heritage sites in Yogyakarta, Indonesia. The findings show that the availability of digital media in Yogyakarta cultural heritage sites are mostly in traditional media types such as signs, brochures, maps, leaflets, and books. In attracting tourist, it is suggested that the cultural heritage sites should be provided with more advance interpretive media, namely computer simulations; personal stereo guided tours, virtual reality, and recently augmented reality as a way to conserve cultural heritage information and values

    Enjoyable Informal Learning at Cultural Heritage Site using Mobile Augmented Reality: Measurement and Evaluation

    Get PDF
    An instrument of evaluation to measure enjoyable informal learning at cultural heritage site is proposed and discussed in this paper. Content and face validity (first cycle) was conducted and then followed by a reliability analysis (second cycle). From both analyses, it was found that the proposed instrument was reliable to be used to measure enjoyable informal learning dimension at cultural heritage site among visitors. The instrument was used to test a prototype application named as AR@Melaka at Melaka heritage site. The result from 200 respondents proved that the prototype has successfully helped visitors to experience enjoyable informal learning at cultural heritage site. It is proven that AR@Melaka is applicable in assisting tourist to learn in enjoyable way at cultural heritage site

    Applications of virtual reality technology in education: Focusing on teaching and learning

    Get PDF
    Virtual reality (VR) which in its infancy was applied in the military domain has now emerged its applications to other domain such as manufacturing,construction,medicine, business, tourism, filming, architectural design, and education.In education especially related to teaching and learning process, a difficult concept in any subject can be described to students in detail with aid from VR technology.In this paper, the definition and history of VR, some applications of VR technology, hardware and software related to education especially teaching and learning applications in subjects of history, chemistry, physics, mathematics and others are thoroughly discussed

    Intelligent support model for flood victims

    Get PDF
    Stress is a common psychological stimulus that occurs in a person caused by stressors.Natural disaster is a specific form of stressor that can carry wide area of implications in the population. It is the most common factors which contribute to high level of stress and other psychological problems of individuals.Therefore, intervention must be introduced to help victims who have stress during natural disasters.In order to provide an effective intervention for victims in an evacuation center, a supporting software agent could be helpful. Focusing on providing support to flood victims, this paper presents a development of an intelligent support model of victims' stress in flood disaster based on the existing computational model.The research methodology deploys four phases; identification of properties, formalization, simulation, and performance evaluation.The computational support model is tested by using simulation in two different conditions; person without therapy and person following the therapy intervention.Results suggest that the resilience level is high due to person’s capability of enhancing one’s problem focus coping skills rather than relying on emotional focus coping skills

    Design and development of curious Jojo© a go-green 3D game on android

    Get PDF
    Various campaigns such as ‘Save the Earth’, ‘Earth Hour’, and ‘Reduce, Reuse, Recycle’ are held to create environmental awareness among the general public.The effort is seen endlessly using any means of presentation and communication medium in order to ensure the intended message reach its audience. Meanwhile, the availability of mobile devices and the advent of natural user interfaces have simplified the interaction in games so that it is intuitive for vast audience at different abilities.Hence, this would possibly provide wider audience an engaging experience while playing games and at the same time absorbing the intended message.This article describes the process of designing and developing a go-green tridimensional (3D) game on a mobile platform.It also discusses educational benefits of games and how the concept of environmental awareness is integrated into the game play in order to educate the general public especially the young ones about their social roles.Initial results on performance assessment reveal that the functionality of interactive elements in the game is excellent and young ones did not have difficulties in playing the game.Future work will focus on how 3D mobile games facilitate informal learning process such as inculcating environmental awareness to the general public
    corecore