14 research outputs found

    Conceptual model of mobile augmented reality for cultural heritage site towards enjoyable informal learning (Marchsteil)

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    A mobile augmented reality (AR) is one of the emerging technologies that may provide interactive content to tourists at cultural heritage sites. Past studies show enjoyable informal learning experience is highly needed for tourists to broaden knowledge for tourists. Although many mobile AR applications have been developed to expose cultural heritage site information, they are still lacking in providing such experience due to lack of comprehensive models which taking into consideration the elements of enjoyable informal learning experience in the development of such applications. Therefore, this study proposes a comprehensive conceptual model of mobile AR where it considers the components of enjoyable informal learning experience at cultural heritage site. This study followed design science research methodology. The proposed conceptual model is reviewed and validated through expert review and focus group discussion The review was analysed based on frequency of the responses on each component. As a proof-of-concept, the prototype (named as AR@Melaka) was developed and then evaluated on its enjoyable informal learning aspects to 200 tourists of a renowned cultural heritage site. From user perspective, it is proven that AR@Melaka provides enjoyable informal learning. In conclusion, these findings proved that the conceptual model is useful for assisting tourists in learning at cultural heritage site in an enjoyable way. This study contributes a conceptual model to serve as guidelines for developing a mobile augmented reality that considers an enjoyable informal learning component

    Openness towards mental illness in Malaysia

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    Mental health is an important component for well-being beside physical health. Recent years, mental illness has become a challenge in society. However, public stigma towards mental illness is very bad. This stigma makes people with mental illness have difficulty to recover and to get help from society. This paper reports the evidences gathered through the recovered patients themselves of the importance of openness towards mental illness and the need for removal of stigma towards mental illness. There were six interviewees participated in a study conducted in a non- governmental organization (NGO) that supports mental wellness at Petaling Jaya City. The permission of interview was granted by the NGO’s management and also the participants. The data gathered was open-ended answers addressing questions which are related to their feeling, public perceptions and also their expectation of the society and supports provided by external parties such as government. The results of the study show that the perception towards mental illness patients should be more open and receptive. Supports and reception given to them is crucial. Public and government should work together to build a mentally healthy and supportive environment for a better society

    Mobile AR for Cultural Heritage Site towards Enjoyable Informal Learning: A Revised Conceptual Model

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    The need of visitor has been changed in tourism which is to learn and have meaningful experience. However, Mobile Augmented Reality technology that caters enjoyable informal learning in cultural heritage site is still limited. Therefore a conceptual model is proposed to guide developers in developing such mobile AR application to promote enjoyable informal learning. This article describes the proposed model which is called as a ‘conceptual model of mobile AR for cultural heritage site towards enjoyable informal learning’. Expert review and focus group discussion methods were conducted to evaluate the proposed model are also explained in this article. Prior to the evaluation process, a field study was also conducted to discover novel components of enjoyable informal learning content in cultural heritage site. The results of all methods conducted were contributed to the development of a conceptual model. The conceptual model consists of two levels which in the first level; it contains three main components (mobile AR technology, enjoyable informal learning, and cultural heritage site) and in the second level of the model provides detail information which contains the elements of each component

    Applicability of mobile augmented reality usage at Melaka cultural heritage sites

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    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

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

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    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

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

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    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

    Digital interpretive media usage in cultural heritage sites at Yogyakarta

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    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

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    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

    User experience on enjoyable informal learning via mobile AR: Development and evaluation

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    Mobile augmented reality is recommended to be implemented at cultural heritage sites to enhance visitor’s experience.Visitors enable to learn informally about the cultural items, values, and history of the sites while enjoying their visit. However, at our initial study, it is found that such mobile augmented reality has not been implemented atcultural heritage sites in South-East Asia region including Malaysia. Therefore, this study proposed a mobile augmented reality application, named as AR@Melaka, has been successfully developed to help visitor to have enjoyable informal learning in Melaka heritage sites.This paper describes the design and development of AR@Melaka including designing the user interfaces and creating content.In addition, the evaluation results of AR@Melaka are also presented.There were 200respondents involved, and majority of them agreed having an experience ofafter using the application.In summary this study shows the importance of enjoyable informal learning experience for visitors at cultural heritage sites

    Non-personal digital interpretive media at culture heritage sites

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    Interpretation is one of the important elements in heritage tourism that is influenced by two types of interpretive media which are personal and non-personal. The non-personal interpretive media is a common interpretive media that exists at heritage sites.Digital media as the innovation in interpretive media could be an effective way to inform and educate visitors compared to the traditional media types. However, the literature indicates that the existence of the digital media has not been fully utilized at cultural heritage sites specifically in Indonesia.This article presents a study where 50 places of cultural heritage sites in Central and East Java were sampled.The results reveal that only 8% of those heritage site s provide the digital media by using audio and video as the non- personal interpretive media for tourism. Since interpretive media is proven to influence visitors at cultural heritage sites, it is suggested that the electronic non-personal interpretive media ought to be made available at cultural heritage sites
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