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1.
8th International Conference on Education and Technology, ICET 2022 ; 2022-October:270-274, 2022.
Article in English | Scopus | ID: covidwho-2271360

ABSTRACT

Technological developments increasingly support the design and implementation of more interactive learning media in the field of education, one of which is the use of augmented reality (AR) technology. The conditions and situation of the Covid-19 pandemic are also increasingly making education digital and online. The more various kinds of applications are developed, the more they must evaluate the user experience of the appearance and function of the application. Measurement of user experience in applications can use the User Experience Questionnaire (UEQ) tool, with 26 questionnaire points. The UEQ Quality results show that the Attractiveness scale is 2.04, the Pragmatic Quality scale is 1.68, and the Hedonic Quality scale is 1.17 which shows positive evaluation results, which means that it can be concluded that users tend to like the application in terms of user experience. Based on this data, users have used similar applications, and the updates are still lacking. The scales that show well are attractiveness, perspicuity, efficiency, and stimulation. From the results of the respondent's data processing, it was concluded that the convenience of using the application was good enough from the user's perception. The data also showed that the user enjoyed the application. © 2022 IEEE.

2.
5th International Seminar on Research of Information Technology and Intelligent Systems, ISRITI 2022 ; : 582-587, 2022.
Article in English | Scopus | ID: covidwho-2271359

ABSTRACT

The expansion of the web is accelerating, which helps encourage the creation of fresh ideas. In today's internet era, we must suggest techniques to filter out various information. Social media sentiment analysis based on Twitter data can monitor the real-Time monitoring of the COVID-19 vaccine. In this way, relevant organizations or governments can take proactive steps to address misinformation and inappropriate behaviour around the COVID-19 vaccine, which threatens the success of the national vaccination campaign. The purpose of this research is to determine if there is a link between how people feel about the COVID-19 vaccine on Twitter and how many people actually get vaccinated against it. This study uses the COVID-19 All Vaccines Tweet dataset sourced from Kaggle. This research Identifies public sentiment, emotion, word usage, and trend of all filtered tweets. The results show that there are 31% positive tweets, 10% negative tweets, and 58% neutral tweets. Tweets with neutral subjective valence tend to cluster in the middle of the polarity scale (between-1 and +1), whereas tweets with strong subjective valence are spread across the scale. © 2022 IEEE.

3.
4th IEEE International Conference of Computer Science and Information Technology, ICOSNIKOM 2022 ; 2022.
Article in English | Scopus | ID: covidwho-2283100

ABSTRACT

The Covid-19 pandemic has given many changes to aspects of human life. The spread also occurs quickly and to all groups. Therefore, social interaction must be reduced, especially outdoor activities where many people can meet. To reduce the chain of the spread of Covid-19, education is needed regarding coronavirus and how to prevent Covid-19. Education is intended for the wider community including children. Providing education will be carried out through an application containing information about Covid-19 and how to prevent it. Children will be our main target in carrying out this education. They need to get adequate education so that they can easily understand and participate in efforts to prevent the spread of Covid-19 which has been proclaimed by the government. This application will take advantage of the technology Augmented Reality. Augmented Reality is a combination of technology between the real world and the virtual world that is presented in the real world so that it can be felt directly in the real world. The way AR works in the application is by pointing the camera through the application towards the poster provided by the application, then it will display a Covid-19 prevention pop-up containing an animated video. By utilizing AR technology and animated videos on Covid-19 prevention measures, children will find it easier to understand and apply them. © 2022 IEEE.

4.
8th International HCI and UX Conference in Indonesia, CHIuXiD 2022 ; : 65-70, 2022.
Article in English | Scopus | ID: covidwho-2233104

ABSTRACT

Technological advancements, such as the usage of augmented reality (AR) technology, are increasingly supporting the creation and implementation of more interactive learning media in the field of education. The conditions and scenario of the Covid-19 epidemic are also driving an increase in digital and online schooling. The more diverse the apps generated, the more they must analyze the user experience of the application's design and operation. The User Experience Questionnaire (UEQ) tool may be used to measure user experience in apps. With 26 questionnaire points, this test has six rating scales: Attractiveness, perspicuity, efficiency, dependability, stimulation, and novelty. The UEQ Quality findings reveal that the Attractiveness scale is 2.04, the Pragmatic Quality scale is 1.68, and the Hedonic Quality scale is 1.17, all of which indicate good assessment results, implying that users prefer the program in terms of user experience. Users have utilized comparable programs based on this data, yet updates are still absent. Attractiveness, Perspicuity, Efficiency, and Stimulation are good scales. Based on the findings of the respondents' data processing, it was determined that the application's convenience was adequate in the user's opinion. According to the statistics, the user loved the program. © 2022 IEEE.

5.
3rd International Conference on Cybernetics and Intelligent System (ICORIS) ; : 468-471, 2021.
Article in English | Web of Science | ID: covidwho-1779120

ABSTRACT

This research looks at the effectiveness of classroom learning with Augmented Reality application in learning Chemical Electrolyte Solutions. This research employs a qualitative methodology. Immanuel High School Pontianak is the site of this research. Observation, document analysis, and interviews were used to gather data information. Interviews with teaching staff and students were performed. In addition to more interviews with school educators and instructors, triangulation was utilized to evaluate the veracity of the data. The assessment of the instructor on learning media utilizing technology for increased reality reveals valid criteria with an average value of 3,55. Based on the questionnaire response criteria table, the average score of the student questionnaire of 28 students showed that the overall average score was 1106 with a good category. Augmented Reality technology as a virtual lab proves that it can simplify and help student learning. During the COVID-19 pandemic, the use of technology with Augmented Reality for learning in schools may also be an alternative to virtual laboratories.

6.
7th International Conference on Electrical, Electronics and Information Engineering, ICEEIE 2021 ; 2021.
Article in English | Scopus | ID: covidwho-1672736

ABSTRACT

The use of technology in education is increasingly popular, especially during the COVID-19 pandemic, where all sectors are affected, especially education. The limitations of learning interactions such as practicum in the Lab become one of the obstacles during the learning process. Educational Applications of Augmented Reality is a solution to this challenge. The purpose of this study is to reveal research trends over the last twenty years with bibliometric analysis to examine the results of articles related to the use of Educational Applications of Augmented Reality (AR). For bibliometric mapping analysis, 943 articles were accessed and for content analysis from the Scopus database from 2001 to 2020. This study visually maps scientific publications in indexed digital techniques with bibliometric analysis in various countries. This study collects data from the Scopus database, uses the Scopus website analysis feature, and visualizes the bibliometric network using Vosviewer. The method used consists of five stages: determining search keywords, initial search results, refinement of search results, initial compilation, and data analysis. Among the articles most published and indexed by Scopus, papers published by researchers in the United States (US) have the highest number of publications (107), followed by Spain (91) and Italy with 43 academic publications. Computers and Education is the most cited journal, with 845 citations. This data was taken in July 2021. The processed data shows the pattern and trend of increasing international publications in Educational Applications of Augmented Reality, namely the Scopus index. © 2021 IEEE.

7.
6th International Conference on Information Management and Technology, ICIMTech 2021 ; : 678-683, 2021.
Article in English | Scopus | ID: covidwho-1462656

ABSTRACT

Head movement are widely used and utilized, there are many things that applying head movement as a main subject such as to control a device, control a smart wheelchair, playing games and many more. In this study, we propose a preliminary study to use the head movements as a focus detector for student in online learning. We use several approaches such as Face Landmark until Heron Triangle approach to detect and recognize the movement of the head. In this study, we utilize the Heron formulas to obtain the large of triangle that shaped using the marking point from Face Landmark method. By using the large of triangle, this proposed method could obtain and recognize the gaze of head movements. Our proposed method can reach 85% of accuracy and has an ability to detect the horizontal and vertical movements. This study is an important as an initial step to create a robust head movement detection system especially for online learning purposes. © 2021 IEEE.

8.
2021 International Seminar on Intelligent Technology and Its Application, ISITIA 2021 ; : 283-286, 2021.
Article in English | Scopus | ID: covidwho-1408186

ABSTRACT

This research investigates the feasibility of school-based learning using Virtual Reality technology in Electric Power Generation learning during the COVID-19 pandemic. This research employs a qualitative approach. Vocational High School Nurul Jadid Paiton Probolinggo is the site of this study. Data was gathered through observation, literature review, and interviews. In the Electrical Engineering section, interviews were conducted with a teaching instructor. Triangulation was used to investigate the data's authenticity, in addition to further interviews with the curriculum staff and instructors at the school. The teacher's assessment of learning media using Virtual Reality application technology shows valid criteria with an average value of 3.6. In comparison, after using the Virtual Reality application learning media, the assessment of students obtained an average value of 3.77 compared to conventional assessments with an interval of 2.71. The use of Virtual Reality technology has proven that it can help and facilitate student learning. The use of technologies of Virtual Reality as a means of learning in classrooms will also be an alternate option for virtual laboratories during the COVID-19 pandemic. © 2021 IEEE.

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