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

机译:基于无价值增强现实的计算机图形教育漫画(Gradomic)的用户体验分析

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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:本研究旨在根据无价值增强现实分析计算机图形教育漫画(Gradomic)的用户体验,以确保产品的可持续性。主要产品由教育漫画组成,该漫画与无标记的AR集成,可以显示学习细节,用户可以直接与所示的动画进行交互。 Addie Model用于开发由5个步骤组成的产品,即分析,设计,开发,实施和评估。当制定GRAFMIC和AR申请时,4名专家和4名讲师从事验证产品,以确保产品已准备好在学习活动中实施。经过专家和讲师验证,该产品通过从事信息学教育的40名本科学生在学习过程中实施。在评估阶段,学生要求通过回答调查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)。用户体验调查问卷(UEQ)用于分析和基准产品。 UX分析的结果和基准确认产品的吸引力和务实的质量是好的。另一方面,结果也为我们提供了提高产品蜂窝质量的宝贵信息。

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