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The User Experience Analysis of Computer Graphics Educational Comics (GRAFMIC) based on Markerless Augmented Reality

机译:基于无标记增强现实的计算机图形学教育漫画(GRAFMIC)用户体验分析

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This study aims to analyze the user experience of computer graphics educational comics (GRAFMIC) based on markerless augmented reality to ensure the sustainability of the product. The main product consists of educational comics that are integrated with markerless AR which can display learning details, where users can interact directly with the animation shown. The ADDIE model was used to develop the product that consists of 5 steps, namely Analysis, Design, Development, Implementation and Evaluation. When GRAFMIC and the AR application were developed, 4 experts and 4 lecturers engaged to validate the products to ensure that the product is ready to be implemented in the learning activity. Having been validated by the experts and lecturers, the product was implemented in the learning process by engaging 40 undergraduate students of Informatics Education. In the evaluation stage, the students asked to investigate and evaluate the user experience (UX) of this learning innovation product by answering several questions provided in the questionnaire. User Experience Questionnaire (UEQ) is used to analyze and also benchmark the product. The results of the UX analysis and the benchmark confirm that the attractiveness and the pragmatic quality of the product are good. On the other hand, the results also gave us valuable information for enhancing the hedonic quality of the product.
机译:这项研究旨在分析基于无标记增强现实的计算机图形教育漫画(GRAFMIC)的用户体验,以确保产品的可持续性。主要产品包括与无标记AR集成在一起的教育漫画,该漫画可以显示学习细节,用户可以在其中直接与显示的动画进行交互。 ADDIE模型用于开发产品,该产品包括5个步骤,即分析,设计,开发,实施和评估。开发GRAFMIC和AR应用程序时,聘请了4位专家和4位讲师来验证产品,以确保产品准备好在学习活动中实施。经过专家和讲师的验证,该产品在40个信息学本科生的学习过程中得到了实现。在评估阶段,学生要求通过回答问卷中提供的几个问题来调查和评估该学习创新产品的用户体验(UX)。用户体验调查表(UEQ)用于分析产品并对其进行基准测试。 UX分析和基准测试的结果证实了产品的吸引力和实用质量。另一方面,结果也为我们提供了提高产品享乐质量的宝贵信息。

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