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2022 IEEE 14th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management, HNICEM 2022 ; 2022.
Article in English | Scopus | ID: covidwho-20232530

ABSTRACT

MNLTour is a virtual tour system for selected tourist spots situated within the city of Manila. It utilizes 360-degree images, 2D images, voice recordings, and virtual reality technology to offer an immersive user experience of the virtual environment. The virtual tour system was developed using the Unity3D software and was then integrated into web and mobile applications accessible through web browsers and android smartphones, respectively. MNLTour aims to promote the wonders of Manila city by showcasing some of its historical tourist spots that have been severely affected by the outbreak of the COVID-19 pandemic. The developed web and mobile applications were tested and later evaluated to assess the overall quality of the software in accordance with ISO 9126 standard. The evaluation statements primarily focus on the aspects of functionality, efficiency, usability, effectiveness, and user satisfaction in using the application. Descriptive statistics was used to analyze and summarize the data gathered from the evaluation respondents. The evaluation of the application in both platforms turned out to have admirable evaluation results;hence, it's safe to say that the developed software has an acceptable overall quality. © 2022 IEEE.

2.
Prisma Social ; - (38):221-243, 2022.
Article in English | Web of Science | ID: covidwho-2003348

ABSTRACT

The global crisis in the flow of information and communications due to COVID-19, infodemia, largely caused by social networks, has left a global concern about the impact of fake news on societies. The increase in the consumption of networks and the presence of the population in these spaces impose the need to know how to adequately address this social problem, which involves the management of digital identity and network consumption habits. In this sense, the study presented here, of an exploratory nature and with the philosophy of exploration-action, has the dual objective of exploring the perceptions, uses and consumption of digital identity, social networks, and fake news in order, secondly, to propose specific actions. The research is approached with a quantitative, descriptive, and correlational methodology in a sample of 248 master's and bachelor's degree students from 17 different autonomous communities. The results indicate a significant lack of knowledge despite the degree of use and consumption, revealing the need for specific actions that require specific digital literacy. In the conclusions, the training axes are provided as a proposal for innovative intervention to be taught in the university environment in a crosscutting manner.

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