scholarly journals Evaluation of Mobile Augmented Reality Application for Building Evacuation

10.29007/7jch ◽  
2019 ◽  
Author(s):  
James Stigall ◽  
Sharad Sharma

Building occupants must know how to properly exit a building should the need ever arise. Being aware of appropriate evacuation procedures eliminates (or reduces) the risk of injury and death occurring during an existing catastrophe. Augmented reality (AR) is increasingly being sought after as a teaching and training tool because it offers a visualization and interaction capability that captures the learner’s attention and enhances the learner’s capacity to retain what was learned. Utilizing the visualization and interaction capability that AR offers and the need for emergency evacuation training, this paper explores mobile AR application (MARA) constructed to help users evacuate a building in the event of an emergency such as a building fire, active shooter, earthquake, and similar circumstances. The MARA was built for Android-based devices using Unity and Vuforia. Its features include the use of intelligent signs (i.e. visual cues to guide users to the exits) to help users evacuate a building. Inter alia, this paper discusses the MARA’s implementation and its evaluation through a user study utilizing the Technology Acceptance Model (TAM) and the System Usability Scale (SUS) frameworks. The results demonstrate the participants’ opinions that the MARA is both usable and effective in helping users evacuate a building.

2019 ◽  
Vol 24 (3) ◽  
pp. 359-368 ◽  
Author(s):  
Cagatay Catal ◽  
Akhan Akbulut ◽  
Berkay Tunali ◽  
Erol Ulug ◽  
Eren Ozturk

AbstractBuilding evacuation training systems and training employees in an organization have a vital role in emergency cases in which people need to know what to do exactly. In every building, procedures, rules, and actions are attractively shown on the walls, but most of the people living in that building are not aware of these procedures and do not have any experience what to do in these dangerous situations. In order to be able to apply these procedures properly in an emergency situation, community members should be trained with the state-of-the-art equipment and technologies, but to do so, up-front investment and development of such a system are necessary. In this study, augmented reality (AR) technology was applied to realize a game-based evacuation training system that implements gamification practices. The architectural plans of a university were used to model the floors and the relevant environment. Employees are trained to learn how to reach the nearest exit location in the event of a fire or earthquake, and also, the system provides the shortest path for the evacuation. In addition to these features, our training game has educational animations about the fire, chemical attack, and earthquake events. A mobile application was implemented to train employees working in the building and inform them to know how to escape in an emergency situation. The technology acceptance model and the related questionnaire form were applied, and the response of 36 participants was analyzed. It was demonstrated that AR and relevant tools provide a flexible environment to develop evacuation systems in a university, our mobile application enabled participants to be trained in a realistic environment, and trainees were highly satisfied with the system. Educational animations were also another benefit for the trainees.


2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Sadrieh Hajesmaeel-Gohari ◽  
Kambiz Bahaadinbeigy

Abstract Background Questionnaires are commonly used tools in telemedicine services that can help to evaluate different aspects. Selecting the ideal questionnaire for this purpose may be challenging for researchers. This study aims to review which questionnaires are used to evaluate telemedicine services in the studies, which are most common, and what aspects of telemedicine evaluation do they capture. Methods The PubMed database was searched in August 2020 to retrieve articles. Data extracted from the final list of articles included author/year of publication, journal of publication, type of evaluation, and evaluation questionnaire. Data were analyzed using descriptive statistics. Results Fifty-three articles were included in this study. The questionnaire was used for evaluating the satisfaction (49%), usability (34%), acceptance (11.5%), and implementation (2%) of telemedicine services. Among telemedicine specific questionnaires, Telehealth Usability Questionnaire (TUQ) (19%), Telemedicine Satisfaction Questionnaire (TSQ) (13%), and Service User Technology Acceptability Questionnaire (SUTAQ) (5.5%), were respectively most frequently used in the collected articles. Other most used questionnaires generally used for evaluating the users’ satisfaction, usability, and acceptance of technology were Client Satisfaction Questionnaire (CSQ) (5.5%), Questionnaire for User Interaction Satisfaction (QUIS) (5.5%), System Usability Scale (SUS) (5.5%), Patient Satisfaction Questionnaire (PSQ) (5.5%), and Technology Acceptance Model (TAM) (3.5%) respectively. Conclusion Employing specifically designed questionnaires or designing a new questionnaire with fewer questions and more comprehensiveness in terms of the issues studied provides a better evaluation. Attention to user needs, end-user acceptance, and implementation processes, along with users' satisfaction and usability evaluation, may optimize telemedicine efforts in the future.


2020 ◽  
Vol 4 (1) ◽  
pp. 11-22
Author(s):  
Deli Deli

Implementation of Augmented Reality for Earth Layer Structure on Android Based as A Learning Media isa research that aims to help in presenting material to Elementary School children. The research methodchosen in the completion of this study uses the 4D method (Define, Design, Develop and Disseminate) witha data collecting method using Technology Acceptance Model (TAM) built one construct with threedimensions of user assessment level of technology acceptance to support the basis of questionnaire design.AR design supported by 3D models, in order to be able to support the details of each explanation of thematerial contained, thus helping users to understand the material and ease of interaction on the media.The final result obtained in this research is that the application is stated to be able to help the school, it is used as a media display in the classroom so students do not need to imagine themselves, but simply byusing learning media is able to present the material to students.Keywords: Learning Media, 4D Method, User Acceptance Test, Augmented reality, Android.


2021 ◽  
Author(s):  
Jayr A. Pereira ◽  
Jaylton A. Pereira ◽  
Robson do N. Fidalgo

Alternative Communication Boards (ACB) are used to compensate for the difficulties faced by people with complex communication needs. These boards facilitate the construction of telegraphic phrases through visual cues, using colors and pictograms to represent the grammatical class and the meaning of the words, respectively. In this paper, we present the combination of three essential materials to construct a semantic ACB. In this context, a Semantic ACB is a communication board that uses a semantic script to guide the message authoring. The proposal was evaluated using the Technology Acceptance Model (TAM) as a basis. The results demonstrate that caregivers are more interested in a semantic ACB that is useful than in one that is easy to use.


2021 ◽  
Author(s):  
Natalie Saindon

The major research project explores augmented reality (AR) marketing for the retail industry in the advent of AR support in web browsers. In spite of advancements in mobile technologies, mobile AR research is limited and consumer acceptance is low, with a sense of uselessness ranking highly amongst consumer concerns. Three marketing emails, including a promotional, cart abandonment, and a seasonal campaign, are prototyped to demonstrate how mobile web-based AR can be integrated into email marketing strategies of the retail industry to increase levels of perceived usefulness. By satisfying the aim of the project within the technology acceptance model (TAM), AR can begin to shift from frivolous novelty to valuable commodity. The project deepens the field of AR application research, fills the gap in mobile studies, and the knowledge gained serves retail marketers as they develop the digital marketing strategies of tomorrow.


2020 ◽  
Vol 4 (2) ◽  
pp. 1-10
Author(s):  
Sitaresmi Wahyu Handani ◽  
Septiana Nur Hidayah ◽  
Ito Setiawan

Gamelan merupakan salah satu budaya lokal Indonesia yang perlu dipelihara eksistensinya. Beberapa penelitian terkait pengenalan gamelan ke generasi muda telah banyak dilakukan, diantaranya menghasilkan aplikasi yang menggabungkan antara gamelan dengan teknologi terkini yaitu augmented reality. Penggunaan teknologi augmented reality untuk menampilkan dan memperkenalkan alat musik gamelan merupakan inovasi baru dan perlu diapresiasi. Namun perlu sebuah penilaian tersendiri untuk mengetahui apakah penggunaan teknologi tersebut berdampak positif terhadap penggunanya. Melalui penelitian ini, peneliti melakukan kajian lebih dalam dengan menggunakan metode Technology Acceptance Model (TAM) untuk mengetahui pengalaman pengguna dalam berinteraksi dengan aplikasi gamelan berbasis augmented reality. Terdapat lima aspek yang diuji yaitu aspek kemudahan penggunaan (Perceived Ease of Use), manfaat penggunaan (Perceived Usefulness), sikap pengguna (Atitude Toward Using), keinginan pengguna (Behavioral Intention of Use), kesadaran pengguna (Actual System Usage). Dari hasil uji validitas dan realibiltas yang dilakukan didapatkan hasil bahwa semua butir komponen dalam kuisoner yang dibagikan valid dan reliable. Sedangkan dari analisis data deskriptif yang dilakukan, didapatkan hasil bahwa persepsi pengguna terhadap lima aspek tersebut di atas sangat baik dengan nilai skor tertinggi 4.10 pada aspek kemudahan penggunaan dan sikap pengguna.


2021 ◽  
Author(s):  
Jingjing Ma ◽  
Qingtang Liu ◽  
Shufan Yu ◽  
Mengfan Liu ◽  
Jindian Liu ◽  
...  

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