International Journal of Academic Research in Business and Social Sciences

search-icon

The Development Concept of Enhanced Visualization-Based Augmented Reality Applications in Education

Open access

Che Musazaki Yusoff, Norliza Ghazali, Puteri Suhaiza Sulaiman, Wan Rizhan, Mohd Fadzil Abdul Hanid

Pages 221-228 Received: 02 Nov, 2023 Revised: 02 Dec, 2023 Published Online: 03 Jan, 2024

http://dx.doi.org/10.46886/IJARBSS/v14-i1/9398
This concept paper discusses the proposed design and development of augmented reality (AR) applications based on enhanced visualization. Previous development studies used marker-based techniques in developing applications. Development studies involving marker less techniques and three-dimensional (3D) object recognition in education are still understudied. This study will develop an application based on enhanced visualization through the use of 3D object recognition techniques. The theories and models underlying the study consist of constructivist learning theory, behaviourist learning theory, user experience (UX) design process models, and enhanced visualization. In order to evaluate the usability of the developed application, the UX component evaluation model is used. The design and development of AR applications using 3D object recognition techniques is expected to achieve the value of expert agreement through the Fuzzy Delphi method and provide a different experience to users through a more dynamic process without targeting two-dimensional (2D) images as markers while being able to meet the evaluation of UX components which includes product perception, consumer emotions, consequences of use and overall product evaluation.
Aggarwal, R., & Singhal, A. (2019). Augmented Reality and its effect on our life. Proceedings of the 9th International Conference On Cloud Computing, Data Science and Engineering, Confluence 2019, 510–515. https://doi.org/10.1109/CONFLUENCE.2019.8776989
Alamäki, A., Dirin, A., & Suomala, J. (2021). Students’ expectations and social media sharing in adopting augmented reality. International Journal of Information and Learning Technology, 38(2), 196–208. https://doi.org/10.1108/IJILT-05-2020-0072
AlNajdi, S. M. (2022). The effectiveness of using augmented reality (AR) to enhance student performance: using quick response (QR) codes in student textbooks in the Saudi education system. Educational Technology Research and Development, 70(3), 1105–1124. https://doi.org/10.1007/s11423-022-10100-4
Ariawan, M. D., Triayudi, A., & Sholihati, I. D. (2020). Perancangan User Interface Design dan User Experience Mobile Responsive Pada Website Perusahaan. Jurnal Media Informatika Budidarma, 4(1), 161. https://doi.org/10.30865/mib.v4i1.1896
Arulanand, N., RameshBabu, A., & Rajesh, P. K. (2020). Enriched learning experience using augmented reality framework in engineering education. Procedia Computer Science, 172(2019), 937–942. https://doi.org/10.1016/j.procs.2020.05.135
Devagiri, J. S., Paheding, S., Niyaz, Q., Yang, X., & Smith, S. (2022). Augmented Reality and Artificial Intelligence in industry: Trends, tools, and future challenges. Expert Systems with Applications, 207(July), 118002. https://doi.org/10.1016/j.eswa.2022.118002
Dreimane, S., & Daniela, L. (2021). Educational Potential of Augmented Reality Mobile Applications for Learning the Anatomy of the Human Body. Technology, Knowledge and Learning, 26(4), 763–788. https://doi.org/10.1007/s10758-020-09461-7
Hammady, R., Ma, M., & Powell, A. (2018). User Experience of Markerless Augmented Reality Applications in Cultural Heritage Museums: ‘MuseumEye’ as a Case Study. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics): Vol. 10851 LNCS. Springer International Publishing. https://doi.org/10.1007/978-3-319-95282-6_26
Hatta Mohamed Ali, M., Hani, M., Noormashetah Halim, S., Muhamad Azli, N., Balqiz Zamri, M., Faheeda Abdul Samad, S., Tun Hussein Onn Malaysia, U., & Panchor, J. (2022). Let’s Calculate Kids: The Development of 3D Augmented Reality Mobile Learning Apps to Enhance Learning Engagement in Basic Calculation for Preschools MALAYSIA *Corresponding Author Designation. Multidisciplinary Applied Research and Innovation, 3(1), 60–69. https://doi.org/10.30880/mari.2022.03.01.009
Hussein, H. A., Ali, M. H., Al-Hashimi, M., Majeed, N. T., Hameed, Q. A., & Ismael, R. D. (2023). The Effect of Web Augmented Reality on Primary Pupils’ Achievement in English. Applied System Innovation, 6(1), 1–20. https://doi.org/10.3390/asi6010018
Iglesia, G., & Iglesia, J. G. (2023). Augmented Reality Limitations. Anuario Electrónico de Estudios En Comunicación Social “Disertaciones,” 16(1), 1–18. https://doi.org/https://doi.org/10.12804/revistas.urosario.edu.co/disertaciones/a.11991
Jalaluddin, I., Ismail, L., & Darmi, R. (2020). Developing Vocabulary Knowledge among Low Achievers?: Mobile Augmented Reality ( MAR ) Practicality. International Journal of Information and Education Technology, 10(11), 813–819. https://doi.org/10.18178/ijiet.2020.10.11.1463
Lavicza, Z., Weinhandl, R., Prodromou, T., An, B., Lieban, D., Hohenwarter, M., Fenyvesi, K., Brownell, C., & Manuel, J. (2022). Developing and Evaluating Educational Innovations for STEAM Education in Rapidly Changing Digital Technology Environments. Sustainability (Switzerland), 14(12), 1–15. https://doi.org/https://doi.org/10.3390/su14127237
Minge, M., Thüring, M., Wagner, I., & Kuhr, C. V. (2017). The meCUE questionnaire: A modular tool for measuring user experience. Advances in Intelligent Systems and Computing, 486, 115–128. https://doi.org/10.1007/978-3-319-41685-4_11
Muktiani, N. R., Rahayu, S., & Ardiyanto, H. (2022). Augmented reality mobile app-based multimedia learning of Pencak Silat to enhance the junior high school students ’ learning outcomes. Cakrawala Pendidikan: Jurnal Ilmiah Pendidikan, 41(2), 553–568. https://doi.org/https://doi.org/10.21831/cp.v41i2.49217
Nafea, M. M., Tan, S. Y., Jubair, M. A., & Abd, M. T. (2022). A Review of Lightweight Object Detection Algorithms for Mobile Augmented Reality. International Journal of Advanced Computer Science and Applications, 13(11), 536–546. https://doi.org/10.14569/IJACSA.2022.0131162
Nordin, N. A. A., Majid, N. A. A., & Zainal, N. F. A. (2020). Mobile augmented reality using 3d ruler in a robotic educational module to promote stem learning. Bulletin of Electrical Engineering and Informatics, 9(6), 2499–2506. https://doi.org/10.11591/eei.v9i6.2235
Qiu, J. (2019). A preliminary study of english mobile learning model based on constructivism. Theory and Practice in Language Studies, 9(9), 1167–1172. https://doi.org/10.17507/tpls.0909.13
Richey, R. C., & Klein, J. D. (2007). Design and Development Research. Routledge.
Ronaghi, M. H., & Ronaghi, M. (2022). A contextualized study of the usage of the augmented reality technology in the tourism industry. Decision Analytics Journal, 5(June), 100136. https://doi.org/10.1016/j.dajour.2022.100136
Saedah, S., Muhammad Ridhuan Tony Lim, A., & Rozaini Myhamad, R. (2020). Pendekatan penyelidikan rekabentuk dan pembangunan: Aplikasi kepada penyelidikan pendidikan. UPSI.
Setiawansyah, S., Adrian, Q. J., & Devija, R. N. (2021). Penerapan Sistem Informasi Administrasi Perpustakaan Menggunakan Model Desain User Experience. Jurnal Manajemen Informatika (JAMIKA), 11(1), 24–36. https://doi.org/10.34010/jamika.v11i1.3710
Shahbana, E. B., Kautsar farizqi, F., & Satria, R. (2020). Implementasi Teori Belajar Behavioristik Dalam Pembelajaran. Jurnal Serunai Administrasi Pendidikan, 9(1), 24–33. https://doi.org/10.37755/jsap.v9i1.249
Shakirova, N., Al Said, N., & Konyushenko, S. (2020). The Use of Virtual Reality in Geo-Education. International Journal of Emerging Technologies in Learning, 15(20), 59–70. https://doi.org/10.3991/ijet.v15i20.15433
Shewail, A. S., Elsayed, N. A., & Zayed, H. H. (2023). Survey of indoor tracking systems using augmented reality. IAES International Journal of Artificial Intelligence, 12(1), 402–414. https://doi.org/10.11591/ijai.v12.i1.pp402-414
Suprapto, N., Ibisono, H. S., & Mubarok, H. (2021). The Use of Physics Pocketbook Based on Augmented Reality on Planetary Motion to Improve Students’ Learning Achievement. Journal of Technology and Science Education, 11(2), 526–540. https://doi.org/https://doi.org/10.3926/jotse.1167 It
Suprapto, N., Nandyansah, W., & Mubarok, H. (2020). An Evaluation of the “ PicsAR ” Research Project?: An Augmented Reality in Physics Learning. International Journal of Emerging Technology in Learning, 15(10), 113–125.
Uiphanit, T., Unekontee, J., Wattanaprapa, N., & Rakbumrung, W. (2020). Using Augmented Reality ( AR ) for Enhancing Chinese Vocabulary Learning. International Journal of Emerging Technology in Learning, 15(17), 268–276. https://doi.org/https://doi.org/10.3991/ijet.v15i17.15161
Varpio, L., Paradis, E., Uijtdehaage, S., & Young, M. (2020). The Distinctions Between Theory, Theoretical Framework, and Conceptual Framework. Academic Medicine, 95(7), 989–994. https://doi.org/10.1097/ACM.0000000000003075
Wen, Y. (2021). Augmented reality enhanced cognitive engagement: designing classroom-based collaborative learning activities for young language learners. Educational Technology Research and Development, 69(2), 843–860. https://doi.org/10.1007/s11423-020-09893-z
Zuben, A. Von, & Viana, F. A. C. (2022). Generative adversarial networks for extrapolation of corrosion in automobile images. Expert Systems with Applications, 213(PA), 118849. https://doi.org/10.1016/j.eswa.2022.118849