Engagement Elements for Mobile Augmented Reality Application

  • Authors

    • Esraa Jaffar Baker
    • Juliana Aida Abu Bakar
    • Abdul Nasir Zulkifli
    https://doi.org/10.14419/ijet.v7i3.20.27343
  • Engagement element, mobile augmented reality, engaged user, engagement mobile app
  • Abstract

    Mobile Augmented Reality is a form of Augmented Reality which allows users to interact with the augmented environment in a social context. However, the degree of engagement and non-distraction of Mobile Augmented Reality has been of major concern to scholars. This is because Mobile Augmented Reality should be a focused, movable and engaged augmented environment which can allow users to achieve the desired objectives. Thus, this paper explores Mobile Augmented Reality engagement elements that promote social acceptance among users. These elements will enable Mobile Augmented Reality designers to design apps that will be able to raise clients' engaging quality and enthusiasm for a satisfying way. The finding of this paper contends that there are 22 noteworthy components of commitment required for the structure of a drew in clients' Mobile Augmented Reality application. These 22 elements include Aesthetics, Novelty, Usability, Feedback, Motivation, Attention, Perceived Control, Curiosity, Enjoyment, Self-efficacy, Friendliness, Social skill, Endurability, Interest, Immersion, Challenge, Satisfaction, User, Autonomy, Improvement, Supportive, Trust and Interaction. This paper contends that for a productive and drew in Mobile Augmented Reality application, these 22 components are basic. It is vital for planners to consider these components in their structure so as to guarantee that their application clients are emphatically locked in. In like manner, these components guarantee that Mobile Augmented Reality application rises above past the utilization of writings and recordings shows.

     

     

     

  • References

    1. [1]. D. W. F. Van Krevelen, and R. Poelman, “A survey of augmented reality technologies, applications and limitationsâ€. International Journal of Virtual Reality, 9(2), 1, 2010.

      [2]. S. Eve, Augmenting phenomenology: using augmented reality to aid archaeological phenomenology in the landscape. Journal of archaeological method and theory, 19(4), 582-600, 2012

      [3]. J. E, Swan and J. L. Gabbard, Survey of user-based experimentation in augmented reality. In Proceedings of 1st International Conference on Virtual Reality (pp. 1-9), 2005

      [4]. V. Vlahakis, J. Karigiannis, M. Tsotros, M, Gounaris, L, Almeida, D, Stricker, and N. Ioannidis, Archeoguide: first results of an augmented reality, mobile computing system in cultural heritage sites. In Virtual Reality, Archeology, and Cultural Heritage (pp. 131-140), 2001.

      [5]. V. Vlahakis, N. Ioannidis, J. Karigiannis, M. Tsotros, M. Gounaris, D. Stricker and L. Almeida. Archeoguide: an augmented reality guide for archaeological sites. IEEE Computer Graphics and Applications, (5), 52-60, 2002

      [6]. A. Hill, B. MacIntyre, M. Gandy, B. Davidson and H. Rouzati, Kharma: An open kml/html architecture for mobile augmented reality applications. In Mixed and Augmented Reality (ISMAR), 2010 9th IEEE International Symposium on (pp. 233-234). IEEE, 2010

      [7]. A. Webster, S. Feiner, B. MacIntyre, W. Massie and T. Krueger, Augmented reality in architectural construction, inspection and renovation. In Proc. ASCE Third Congress on Computing in Civil Engineering (pp. 913-919), 1996.

      [8]. Y. Lu and S. Smith, Augmented reality e-commerce assistant system: trying while shopping. In Human-Computer Interaction. Interaction Platforms and Techniques (pp. 643-652). Springer Berlin Heidelberg, 2007.

      [9]. Shakeel PM, Baskar S, Dhulipala VS, Mishra S, Jaber MM., “Maintaining security and privacy in health care system using learning based Deep-Q-Networksâ€, Journal of medical systems, 2018 Oct 1;42(10):186.https://doi.org/10.1007/s10916-018-1045-z

      [10]. M. Hatala and R. Wakkary, Ontology-based user modeling in an augmented audio reality system for museums. User Modeling and User-Adapted Interaction, 15(3-4), 339-380, 2005.

      [11]. M. Pérez-Sanagustín, D. Parra, R. Verdugo, G, García-Galleguillos and M. Nussbaum, Using QR codes to increase user engagement in museum-like spaces. Computers in Human Behavior, 60, 73-85, 2016

      [12]. D. Permadi and A. Rafi, Developing a Conceptual Model of User Engagement for Mobile-Based Augmented Reality Games. Jurnal Teknologi, 77(29), 2015.

      [13]. G. Kearsley and B. Shneiderman, Engagement Theory: A Framework for Technology-Based Teaching and Learning. Educational technology, 38(5), 20-23. 1998

      [14]. P. Chapman, S. Selvarajah and J. Webster, Engagement in multimedia training systems. In Proceedingsof the Systems Sciences, 1999. HICSS-32. Proceedings of the32nd Annual Hawaii International Conference on (5-8 Jan1999), 9. DOI=http://dx.doi.org/10.1109/HICSS.1999.772808, 1999.

      [15]. H. L. O'brien and E. G. Toms, What is userengagement? A conceptual framework for defining userengagement with technology. Journal of the AmericanSociety for Information Science and Technology 59, 6, 938-955., 2008.

      [16]. H. Du, A. Venkatakrishnan, G. M. Youngblood, A. Ram and P. Pirolli, A Group-Based Mobile Application to Increase Adherence in Exercise and Nutrition Programs: A Factorial Design Feasibility Study. JMIR mHealth and uHealth, 4(1), 2016.

      [17]. Sridhar KP, Baskar S, Shakeel PM, Dhulipala VS., “Developing brain abnormality recognize system using multi-objective pattern producing neural networkâ€, Journal of Ambient Intelligence and Humanized Computing, 2018:1-9. https://doi.org/10.1007/s12652-018-1058-y

      [18]. H. Pavliscsak, J. R. Little, R. K. Poropatich, F. L. McVeigh, J. Tong, J. S. Tillman and S. J. Fonda, Assessment of patient engagement with a mobile application among service members in transition. Journal of the American Medical Informatics Association, 23(1), 110-118, 2016

      [19]. L. Kosinski, C. Baum, M. Sorensen, J. Rosenberg, D. Sales, B. Blumenstein and M. Haverty, P-208 Project Sonar: Improvement in Patient Engagement Rates Using a Mobile Application Platform. Inflammatory Bowel Diseases, 22, S72, 2016.

      [20]. Y. H. Kim, D. J. Kim and K. Wachter, A study of mobile user engagement (MoEN): Engagement motivations, perceived value, satisfaction, and continued engagement intention. Decision Support Systems, 56, 361-370, 2013.

      [21]. S. R. Harper and S. J. Quaye, Beyond sameness, with engagement and outcomes for all. Student engagement in higher education, 1-15, 2009.

      [22]. J. A. Fredricks, P. C. Blumenfeld and A. H. Paris, School engagement: Potential of the concept, state of the evidence. Review of educational research, 74(1), 59-109, 2004.

      [23]. I. M. Santos and N. Ali, Exploring the uses of mobile phones to support informal learning. Education and Information Technologies, 17(2), 187-203, 2012.

      [24]. T. L Huang and S. Liao, A model of acceptance of augmented-reality interactive technology: the moderating role of cognitive innovativeness. Electronic Commerce Research, 15(2), 269-295, 2015.

      [25]. H. L. O'Brien and E. G. Toms, The development and evaluation of a survey to measure user engagement. Journal of the American Society for Information Science and Technology, 61(1), 50-69, 2010.

      [26]. B. Patzer, D. C. Smith and J. R. Keebler, Novelty and retention for two augmented reality learning systems. In Proceedings of the Human Factors and Ergonomics Society Annual Meeting (Vol. 58, No. 1, pp. 1164-1168). SAGE Publications, 2014.

      [27]. G. Assaker, V. E. Vinzi and P. O’Connor, Examining the effect of novelty seeking, satisfaction, and destination image on tourists’ return pattern: A two factor, non-linear latent growth model. Tourism Management, 32(4), 890-901, 2011.

      [28]. T. H. Lee and J. Crompton, Measuring novelty seeking in tourism. Annals of tourism research, 19(4), 732-751, 1992.

      [29]. MuhammedShafi. P,Selvakumar.S*, Mohamed Shakeel.P, “An Efficient Optimal Fuzzy C Means (OFCM) Algorithm with Particle Swarm Optimization (PSO) To Analyze and Predict Crime Dataâ€, Journal of Advanced Research in Dynamic and Control Systems, Issue: 06,2018, Pages: 699-707

      [30]. T. S. Hector and G. F. Payel, “Analysis of Four Usability Evaluation Methods Applied to Augmented Reality Applications “, 2014.

      [31]. C. Pribeanu, Extending and Refining Usability Heuristics to Better Address User Centered Design Issues in the Development and Evaluation of Municipal Websites. Informatica Economica, 18(1), 83, 2014.

      [32]. S. Nilsson and B. Johansson, Fun and usable: augmented reality instructions in a hospital setting. In Proceedings of the 19th Australasian conference on Computer-Human Interaction: Entertaining user interfaces (pp. 123-130). ACM, 2007.

      [33]. A. C. Haugstvedt, Accessing Cultural Heritage Resources on a Mobile Augmented Reality Platform: A Study on Technology Acceptance. 2012.

      [34]. A. Mouratidis, M. Vansteenkiste, W. Lens and G. Sideridis, The motivating role of positive feedback in sport and physical education: Evidence for a motivational model. Journal of sport & exercise psychology, 30(2), 240, 2008.

      [35]. M. Alqahtani and H. Mohammad, Mobile Applications' Impact on Student Performance and Satisfaction. Turkish Online Journal of Educational Technology-TOJET, 14(4), 102-112, 2015.

      [36]. A. Di Serio, M. B. Ibáñez and C. D. Kloos, Impact of an augmented reality system on students' motivation for a visual art course. Computers & Education, 68, 586-596, 2013.

      [37]. J. Ferrer-Torregrosa, J. Torralba, M. A. Jimenez, S. García and J. M. Barcia, ARBOOK: development and assessment of a tool based on augmented reality for anatomy. Journal of Science Education and Technology, 24(1), 119-124, 2015.

      [38]. R. Wojciechowski and W. Cellary, Evaluation of learners’ attitude toward learning in ARIES augmented reality environments. Computers & Education, 68, 570-585, 2013.

      [39]. Shakeel PM. Neural Networks Based Prediction Of Wind Energy Using Pitch Angle Control. International Journal of Innovations in Scientific and Engineering Research (IJISER). 2014;1(1):33-7.

      [40]. A. Nachairit and N. SrisawasdI, Using Mobile Augmented Reality for Chemistry Learning of Acid-base Titration: Correlation between Motivation and Perception, 2015.

      [41]. D. M. Bressler and A. M. Bodzin, A mixed methods assessment of students' flow experiences during a mobile augmented reality science game.Journal of Computer Assisted Learning, 29(6), 505-517, 2013.

      [42]. H. Y. Wang, C. Liao and L. H. Yang, What affects mobile application use? The roles of consumption values. International Journal of Marketing Studies, 5(2), 11, 2013.

      [43]. L. Escobedo, D. H. Nguyen, L. Boyd, S. Hirano, A. Rangel, D. Garcia-Rosas and G. Hayes, MOSOCO: a mobile assistive tool to support children with autism practicing social skills in real-life situations. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 2589-2598). ACM, 2012.

      [44]. Y. Y. Mun and Y. Hwang, Predicting the use of web-based information systems: self-efficacy, enjoyment, learning goal orientation, and the technology acceptance model. International journal of human-computer studies, 59(4), 431-449, 2003

      [45]. D. D. McMahon, Augmented Reality on Mobile Devices to Improve the Academic Achievement and Independence of Students with Disabilities. 2014.

      [46]. P. E. Pedersen, L. B. Methlie and H. Thorbjornsen, Understanding mobile commerce end-user adoption: a triangulation perspective and suggestions for an exploratory service evaluation framework. In System Sciences, 2002. HICSS. Proceedings of the 35th Annual Hawaii International Conference on (pp. 8-pp). IEEE, 2002.

      [47]. U. C. Pendit, S. B. Zaibon, J. Aida J. A. A. Bakar, Conceptual Model of Mobile Augmented Reality for Cultural Heritage Site towards Enjoyable Informal Learning Aspect. Jurnal Teknologi, 77(29), 2015.

      [48]. T. L. Chou L. J. Chanlin, Location-Based Learning through Augmented Reality. Journal of Educational Computing Research, 51(3), 355-368. 2014.

      [49]. D. R. Chen, M. Y. Chen, T. C. Huang W. P. Hsu, Developing a mobile learning system in augmented reality context. International Journal of Distributed Sensor Networks, 2013.

      [50]. P. Mohamed Shakeel; Tarek E. El. Tobely; Haytham Al-Feel; Gunasekaran Manogaran; S. Baskar., “Neural Network Based Brain Tumor Detection Using Wireless Infrared Imaging Sensorâ€, IEEE Access, 2019, Page(s): 1

      [51]. L. F. Capretz, A. Ali and A. Ouda, A conceptual framework for measuring the quality aspect of mobile learning. Bulletin of the IEEE Technical Committee on Learning Technologies, 14(4), 31-34, 2012.

      [52]. D. Datcu, S. Lukosch, H. Lukosch and M. Cidota, Using augmented reality for supporting information exchange in teams from the security domain. Security Informatics, 4(1), 1, 2015.

      [53]. J. Arrasvuori, Augmented reality assisted shopping. U.S. Patent Application 11/523,162, 2006.

      [54]. J. Huizenga, W. Admiraal, S. Akkerman and G. T. Dam, Mobile gameâ€based learning in secondary education: engagement, motivation and learning in a mobile city game. Journal of Computer Assisted Learning, 25(4), 332-344, 2009.

      [55]. J. Sauro, Measuring usability with the system usability scale (SUS). 2011. Verfügbar unter: http://www. measuringusability. com/sus. php [22.04. 2013], 2015.

      [56]. M. Boberg, E. Karapanos, J. Holopainen, and A. Lucero, PLEXQ: Towards a Playful Experiences Questionnaire. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (pp. 381-391). ACM, 2015.

  • Downloads

  • How to Cite

    Jaffar Baker, E., Aida Abu Bakar, J., & Nasir Zulkifli, A. (2018). Engagement Elements for Mobile Augmented Reality Application. International Journal of Engineering & Technology, 7(3.20), 800-805. https://doi.org/10.14419/ijet.v7i3.20.27343

    Received date: 2019-02-12

    Accepted date: 2019-02-12