scholarly journals USER EXPERIENCE EVALUATION AND CREATIVITY STIMULATION WITH AUGMENTED REALITY MOBILE APPLICATIONS

2019 ◽  
Vol 12 (1) ◽  
pp. 34-48 ◽  
Author(s):  
Vida Davidavičienė ◽  
Jurgita Raudeliūnienė ◽  
Rima Viršilaitė

While customer information and knowledge need transform in the context of globalization and technological change, it is important for organizations to efficiently meet new and changing needs and stimulate consumer creativity through the use of augmented reality mobile applications. In order to solve this kind of problem, it is important to evaluate mobile applications with respect to user experience. The purpose of this study is to evaluate alternative research methods for user experience assessment in augmented reality, to determine whether the selected user experience survey method is suitable for augmented reality mobile applications’ evaluation, and to identify features, which would improve augmented reality mobile applications in order to enhance users’ creativity and positive attitude. The article presents the analysis of theoretical aspects of evaluation of augmented reality mobile applications, the concept of the augmented reality, the augmented reality mobile application evaluation results and the recommendations for the user’s creativity stimulation. Research methods such as scientific literature analysis and user experience survey are used to achieve the purpose of the article.

2020 ◽  
Vol 0 (0) ◽  
pp. 1-15
Author(s):  
Vida Davidavičienė ◽  
Jurgita Raudeliūnienė ◽  
Rima Viršilaitė

Globalization, technological development and a dynamic business environment influence the change of customer information demands. It becomes vital for organizations to find out the customer demand change and discover technological solutions to satisfy these demands. One of these technologies is augmented reality, which connects real and digital environments by expanding it with digitally coded information which is decoded by using a specific device. As this type of technology enables the changing information needs of customers to be met faster, organizations are increasingly using these technological solutions to achieve a variety of purposes: to position products innovatively, increase product awareness, create added value for the customer, increase sales. However, organizations often face the challenge of evaluating commercial augmented reality mobile applications in user experience. A two-case study has been selected to evaluate the user experience of augmented reality commercial mobile applications and provide recommendations for their development to address this issue. In this research, such methods as scoping scientific literature review, expert evaluation, and user experience questionnaire method were used. The study has identified the main factors influencing the positive user experience: the explicit purpose of the application, easy to use and learn, smooth operation, imaginative information presentation, and interactivity.


2016 ◽  
Vol 2016 ◽  
pp. 1-11 ◽  
Author(s):  
Jemin Lee ◽  
Hyungshin Kim

Low quality mobile applications have damaged the user experience. However, in light of the number of applications, quality analysis is a daunting task. For that reason, QDroid is proposed, an automated quality analyzer that detects the presence of crashes, excessive resource usage, and compatibility problems, without source codes and human involvement. QDroid was applied to 67 applications for evaluation and discovered 78% more crashes and attained 23% higher Activity coverage than Monkey testing. For detecting excessive resource usage and compatibility problems, QDroid reduced the number of applications that required manual review by up to 96% and 69%, respectively.


2018 ◽  
Vol 23 (2) ◽  
Author(s):  
João Paulo Carneiro ARAMUNI ◽  
Luís Cláudio Gomes MAIA

RESUMO. Este artigo apresenta uma abordagem sobre a influência da engenharia semiótica na experiência do usuário de aplicativos mobile. Uma vez que a semiótica se define como o estudo dos signos, dos processos de significação e como os signos e os significados tomam parte na comunicação, os seus estudos estão atualmente voltados para os processos de comunicação mediada por computador entre designers e usuários de sistema, em seus tempos de interação conjunta. Através dos sistemas de interface, por muitos meios diretos e indiretos, designers dizem aos usuários como eles podem ou devem interagir com o sistema, a fim de adquirir um alcance particular de alvos antecipados pelo momento do designing. A mensagem interativa dos designers para os usuários inclui uma “linguagem de interação” que deverá ser utilizada na comunicação de usuários com o sistema. O objetivo deste estudo é ampliar a visão do leitor sobre esta linguagem de interação e a forma como ela é construída no caso de aplicativos móveis. Este estudo contribui com o preenchimento de uma lacuna teórica na compreensão da relação entre semiose e desenvolvimento mobile. Na perspectiva aplicada, a pesquisa oferece contribuições para à comunidade de desenvolvedores de aplicativos móveis quanto à compressão da influência da semiótica na experiência do usuário com a interface do produto desenvolvido. Palavras-chave: Engenharia Semiótica; Experiência do Usuário; Desenvolvimento Mobile.ABSTRACT. This paper presents an approach on the influence of semiotic engineering on the mobile application user experience. Since semiotics is defined as the study of signs, meaning processes, and how signs and meanings take part in communication, their studies are currently focused on the processes of computer-mediated communication between designers and system users, in their times of joint interaction. Through interface systems, by many direct and indirect means, designers tell users how they can or should interact with the system in order to acquire a particular range of anticipated targets by the time of designing. The designers' interactive message for users includes an "interaction language" that should be used in the communication of system users. The purpose of this study is to broaden the reader's view on this interaction language and how it is built in the case of mobile applications. This study contributes to filling a theoretical gap in understanding the relationship between semiosis and mobile development. In the applied perspective, the research offers contributions to the community of mobile application developers regarding the compression of the influence of semiotics on the user experience with the developed product interface. Keywords: Semiotic Engineering; User Experience; Mobile Development.


Author(s):  
Nor Aida Md Madi ◽  
Nur Safinas Albakry ◽  
Norshahila Ibrahim

Education is experiencing rapid revolution from the chalk to the computer. Since then, education and technology are moving forward with advanced technology. Furthermore, with the positive impact derived from previous research, Augmented Reality (AR) started to play a role in education either in learning or teaching. Thus, the aim of this paper is to explore the elements will be implemented in the development of Hajj AR mobile application for learning Hajj among the children in Malaysia. In the preliminary study, a survey using an open-ended and closed-ended questionnaire was conducted among experienced teachers. The findings from the survey revealed that the elements of AR could be implemented in the Hajj AR mobile application as an interactive learning tool. Thus, a Hajj AR mobile application will be developed by implementing the findings obtained in the preliminary study to evaluate the user-experience among the children who are using the AR mobile application when learning Hajj. In conclusion, this mobile application could attract and provide creative information to children in learning about Hajj through AR.


2020 ◽  
Vol 8 (5) ◽  
pp. 2847-2850

The major problem in the Furniture industry is choosing the appropriate furniture for the residence or office. The users are feeling difficult to visualize furniture from a catalog and so changing the furniture textures after purchase would be inconvenient. What: Our solution is a powerful mobile application to render 3D Furniture models into augmented reality. This application features AR experience of the Furniture in reality. The inspiration driving this investigation is to consider and develop an android application called 'AR Amenity Perceiver' with the usage of Augmented Reality advancement for structure and improvement that will help users with envisioning how furniture pieces will look and fit in their homes and besides can give nuances of things to help customer decision. How: The application supports plane and object detection to place and track Furniture in real time. Since the application is built with React Native, it is platform independent and supports real time stutter less object rendering. Why: The client can utilize View in Room 3D mode to envision the furnishings or stylistic theme components in the encompassing space with the assistance of AR. This allows users to check out the Furniture with available texture options and thus making the user experience more realistic before buying


2017 ◽  
Vol 9 (1) ◽  
pp. 18 ◽  
Author(s):  
Huseyin Bicen ◽  
Senay Kocakoyun

In this digital age of technological advancement, mobile applications are fastly approaching acme of development. In order to increase the efficiency of the developed applications, mobile applications which are suitable for gamification have become a contemporary issue. In this study, the applications of Kahoot, ClassDojo, Classcraft and Socrative which are suitable for gamification were examined. The study was conducted with the students in the department of preschool education at Near East University. 130 students participated in this research. The data were collected with survey method and analyzed with the SPSS program. According to the results, it was revealed that Kahoot was the mostly preferred application by students who used applications designed or suitable for the gamification method and Android was the mostly preferred operating system in the mobile devices of the students. Future research should determine the achievements, motivations and opinions of the students related with the gamification method. Besides, it can be inferred that Kahoot would be the learning platform of the future and it should be integrated into classroom activities. Keywords: Gamification, Kahoot, mobile device, operating systems.


Author(s):  
Luis Eduardo Pedraza Caballero ◽  
Sonia Valbuena Duarte

Resumen Las aplicaciones móviles han generado gran impacto en la sociedad, han sido aplicadas en múltiples áreas de interés humano. En este proyecto se aprovecharon las ventajas de las aplicaciones móviles con realidad aumentada (RA) para mejorar el rendimiento académico de los estudiantes y lograr un aprendizaje significativo en las asignaturas de cálculo. Para esto se analizaron los contenidos temáticos de los cursos de cálculo diferencial, integral y vectorial y se desarrolló una plataforma móvil en la que se accede a información detallada de los tópicos de las asignaturas con ejemplos y ejercicios. Además posee una interfaz para conectarse con un servicio web, que permite solucionar un alto porcentaje de aplicaciones del cálculo, tales como: límites, derivadas e integrales. Esta permite además mostrar las gráficas de funciones utilizando RA a partir de marcadores que son sus definiciones formales. Finalmente se aplicaron evaluaciones a estudiantes sin el uso de la plataforma y luego utilizándola, y se pudo apreciar una mejoría en los resultados académicos y en el aprendizaje de las temáticas. Teniendo en cuenta esto se concluye que el uso de aplicaciones móviles con realidad aumentada es relevante para la enseñanza de los cálculos. Palabras Claves: Realidad aumentada, Enseñanza, Cálculo, Aplicación móvil, Educación y TIC.   Abstract The mobile applications have generated big impact in the society; have been applied in some areas of human interest. In this project take advantage of mobile applications with augmented reality (AR) for get better academic performance of the students and achieve a meaningful learning in the calculus courses. For its were analyzed the thematic contents of the calculus differential, integral and several variables and was developed a mobile platform in that log in to detailed information of the courses topics with examples and exercises. Also, has an interface for connecting with a web service, in that can solve high percent of calculus application, such as: limits, derivate, integrals. This allows show the graphics using the AR from markers based on the formal definitions of the functions. Finally, were applied test to students without use of the platform and then use, appreciate an improvement in the academic performance and learning of the topics. According to the above conclude that the use of the mobile application with augmented reality is relevant for the teaching of calculus. Keywords: Augmented reality, Teaching, Calculus, Mobile application, Education and ICT.


2013 ◽  
Vol 756-759 ◽  
pp. 2339-2344
Author(s):  
Chao Wang ◽  
Chun Hong Zhang ◽  
Ji Yang

A mobile application meets the highly real-time requirement for data in sensor networks. However mobile applications have to handle many difficulties that do not exist in non-mobile environment. For example, the wireless network provided for mobile is slow, expensive and bandwidth-limited. So mobile application cannot acquire sensor data like a common application does, which will consume a large share of bandwidth, CPU and memory. To address this issue, we propose our design that will limit the concurrently acquisition of the sensor data with a self-adapting mechanism. It can lower the overhead of the system significantly and whats more, it hardly reduces the user experience even in the situation that the total acquisition frequency is limited.


2021 ◽  
Vol 1 ◽  
pp. 211-217
Author(s):  
Elena S. Utrobina ◽  
Vladimir P. Popov

This article discusses the use of VR (virtual reality) and AR (augmented reality) technologies in mobile applications for the tourism sector. The basic concepts of the technologies under consideration are given. The analysis of mobile mapping applications using virtual and augmented reality technologies is performed. The trends and perspectives of using AR and VR technologies for tourism are revealed. The differences in the methods and scenarios of using these technologies, the feasibility of their implementation in cartographic applications created for tourism purposes, as well as their advantages of using them in combination with maps are revealed. The limiting factors of the development of these areas are considered. A scheme of interaction of a tourist mobile application has been developed, which is based on a map with external services (navigation, booking, virtual tours, etc.). The scheme can be a useful tool in the development of cartographic mobile applications for the tourism sector. It is based on an experimental interactive web-application, considered on the example of the "Hotels" layer.


Author(s):  
Paweł Grzmil ◽  
Maria Skublewska-Paszkowska ◽  
Edyta Łukasik ◽  
Jakub Smołka

This article presents the performance analysis of a cross-platform mobile application implemented with Xamarin and two native applications for Android and iOS platforms. The results concerning the time analysis for selected activities were compared in order to determine whether cross-platform tools are worth using in mobile application development. Native applications achieved better performance, however in some cases the cross-platform approach allows for significant development time reduction without deterioration in user experience.


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