Covid-19 Challenges and What Augmented Reality Offers in Solution (original) (raw)
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How the COVID-19 pandemic may accelerate millennials’ adoption of augmented reality
International Journal of Retail & Distribution Management
PurposeAugmented reality (AR) technology currently plays a central role in the retail sector, rapidly changing consumers’ behaviours and retailers’ strategies. The purpose of this paper is to identify the behavioural changes that have occurred due to the coronavirus disease 2019 (COVID-19) pandemic in the retail sector, and how AR technology can be used as a valid and useful response to these new consumer habits.Design/methodology/approachExploratory research was conducted to determine how AR has helped people shop differently than they did before the coronavirus disease 2019 (COVID-19) pandemic by evaluating two retail-sector AR applications (apps). In-depth interviews were conducted and assessed using thematic analysis.FindingsThis paper identifies a new paradigm involving COVID-19 and AR by identifying several factors that are related to the rapid spread of COVID-19 and have modified consumers’ shopping habits. Additionally, it shows how interactive technologies, such as AR, are ...
Indian Journal of Microbiology Research, 2021
The aim of this study is to identify publications in 21 century pandemic situation by coronavirus disease (COVID-19) related to augmented reality (AR) and to describe the characteristics of those studies. The Google Scholar database was searched for publications on AR in COVID-19 research criteria between 2019 and 2021. Bibliographic coupling of the details and co-occurrences of the publication of the author keywords were examined for the selected publications. A total of 2907 publications were selected following the research criteria between 2019 and 2021. The results showed that among the most researched researchers in AR study are the names of authors with color highlights from different countries. The study addressed the pattern in research and advancement of the idea of increased pandemic reality for COVID19.
The Potential of Augmented Reality for Vocational High School Learning Amid Covid-19 Spread
Proceedings of the Eighth International Conference on English Language and Teaching (ICOELT-8 2020), 2021
Due to Covid-19 spread, the learning system in Indonesia changes from classroom learning to distance learning which has impact on practical learning. Practical training in vocational high school is primary important to prepare students in industrial environment. A technology is needed to combine reality and virtual into 3-dimensional form and projected in real time as known as augmented reality. Augmented reality can extend the integration of digital learning and real world. The purpose of this research to determine the possible augmented reality for vocational high school learning amid pandemic. This research used a systematic literature consisting of planning, selection, extraction and execution. This research used related previous research through the potential of augmented reality in the learning process sourced from article conference and journal since 2013-2020. The result shows that augmented reality is used as an alternative media in education learning process at all level. Augmented reality has various potentials issues used as an interactive media to manipulate the practical learning object, increase motivation, increase learning outcomes and reduce cost for long term.
Exploring the Impact of Mobile Augmented Reality on COVID-19 Prevention Education in Primary Schools
Journal of Advanced Research in Applied Sciences and Engineering Technology, 2024
This study aimed to evaluate the effectiveness of an interactive mobile Augmented Reality (AR) game to increase the knowledge about COVID-19 prevention primary school students. We tested the application for usability and effectiveness through preand post-tests, questionnaires, and interviews. 12 participants from four states in Malaysia took part in the study. Their average age is 9.5 years old. Results indicated a significant improvement in student performance from the pre-test to the post-test, with a mean score has increased from 3.67 to 8.25. The average System Usability Scale (SUS) score was 75%. These findings show the effectiveness of our mobile AR application as a tool to increase the knowledge about COVID-19 prevention among primary school. The findings of this study contribute to the body of research on the use of AR in COVID-19 prevention education among primary school students. This study provides both theoretical and practical implications for educators, researcher and policymakers seeking to use mobile AR to support the prevention education of any future pandemic or infectious disease.
Information Sciences Letters, 2023
An innovative tool in the field of e-learning, augmented reality applications help students learn more quickly inside of online classrooms. Due to the rapid spread of COVID-19, conventional methods of instruction had to be put on hold at the outset of the pandemic. In light of the recent COVID-19 epidemic in Asia, this research explores college students' perspective on online education using augmented reality software. Based on the idea of planned behavior, this research developed a conceptual model to investigate the attitudes and intentions of college students about the use of an augmented reality app for course-related e-learning. Information from 135 Asian college students was analyzed using structural equation modeling. Students' attitudes and a sense of agency over their own actions had the greatest impact on their propensity to embrace augmented reality applications for e-learning, whereas subjective norms had a very little role, as seen by the study's findings. These findings validate students' interest in and acceptance of cutting-edge education methods like augmented reality applications.
Effectiveness of Augmented Reality in Online Distance Learning at the Time of the COVID-19 Pandemic
International Journal: Emerging Technologies in Learning, 2021
The current study seeks to investigate the effectiveness of augmented reality in online distance learning at the time of the COVID-19 pandemic. The study was carried out in an instructional software authoring tools course for instructional technology department students to develop academic achievement and instructional software design skills. To achieve this, augmented reality was used, which allowed the learning process to be completed via online distance learning. Forty students were selected to participate by purposeful sampling. The results show that augmented reality was more effective in supporting academic achievement as well as skills acquisition in the virtual classrooms compared to the virtual classrooms that did not use augmented reality in online distance learning. In general, augmented reality or one of its (fixed, animated) patterns can be used to effectively learn in online distance learning during pandemic periods. Also augmented reality that can use location-aware or visionbased may have a good potential in online distance learning within the pandemic. As such the teachers must be prepared to employ all patterns of augmented reality in traditional online distance learning or during the pandemics to achieve the need for 21st-century skills. Conducting more research is required in online distance learning by using augmented reality with another sample and different content general, augmented reality or one of its (fixed, animated) patterns can be used to effectively learn in online distance learning during pandemic periods.
Augmented Reality Based Media for Learning Biology During the Covid -19 Pandemic: Student Admission
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The advancement of digital technology in Industry 4.0 requires the ability to take advantage of technology as a whole and completely. Smart device technology which has many advanced features has been widely used in Indonesia, namely smartphones and is dominated by students. This technology tends not to be fully utilized in learning activities, including the use of augmented reality technology that does not support student learning. This condition needs to be addressed immediately, but it is necessary to conduct a test first on how to recognize students with augmented reality technology. This research was conducted by developing a questionnaire that shows the acceptability of augmented reality technology and its potential in biology learning activities. The conditions of the Covid-19 pandemic will make students even more intense in using this smartphone device. The use of digital technology devices has entered an educational aspect that has great potential in supporting learning activities, the use of Augmented Reality technology to support student observation objects in the field of biology education.
Informatics in Medicine Unlocked, 2021
The pandemics of major infectious diseases often cause public health, economic, and social problems. Virtual reality (VR) and augmented reality (AR), as two novel technologies, have been used in many fields for emergency management of disasters. The objective of this paper was to review VR and AR applications in the emergency management of infectious outbreaks with an emphasis on the COVID-19 outbreak. A search was conducted in MEDLINE (PubMed), Embase, IEEE, Cochrane Library, Google Scholar, and related websites for papers published up to May 2, 2020. The VR technology has been used for preventing or responding to infections by simulating human behaviors, infection transmission, and pathogen structure as a means for improving skills management and safety protection. Telehealth, telecommunication, and drug discovery have been among the other applications of VR during this pandemic. Moreover, AR has also been used in various industries, including healthcare, marketing, universities, and schools. Providing high-resolution audio and video communication, facilitating remote collaboration, and allowing the visualization of invisible concepts are some of the advantages of using this technology. However, VR has been used more frequently than AR in the emergency management of previous infectious diseases with a greater focus on education and training. The potential applications of these technologies for COVID-19 can be categorized into four groups, i.e., 1) entertainment, 2) clinical context, 3) business and industry, and 4) education and training. The results of this study indicate that VR and AR have the potential to be used for emergency management of infectious diseases. Further research into employing these technologies will have a substantial impact on mitigating the destructive effects of infectious diseases. Making use of all the potential applications of these technologies should be considered for the emergency management of the current pandemic and mitigating its negative impacts.
Preventing Pandemic Diseases: An Augmented Reality & Artificial Intelligence Model
International journal of technology in education, 2022
, the coronavirus or COVID-19 virus has affected 219 countries and territories, killed over 3 million people, and infected over 141 million people globally (Pattersson et al., 2021). The purpose of this literature review is to explore how augmented reality (AR) and artificial intelligence (AI) can help to stop the spread of a disease from becoming a pandemic by informing health agencies and national governments about when to implement healthy measures, close their borders, and restrict travel sooner in the future. Research shows that AR is an excellent tool for capturing incidents in three dimensions (3D) and has the ability to maneuverer data to be viewed and understood in all directions. Also, AI has the ability to analyze vast data, learn to improve itself in order to predict future situations, and make deductive or data-reliant decisions in real time. Despite much research on both AR and AI in the health field, this research focuses on how to use these tools to make quicker and better decisions than we did in 2020 for COVID-19.
Bulletin of Electrical Engineering and Informatics, 2022
Three years after the COVID-19 pandemic emerged, we have adapted to the new normal, especially in the education field. Learning with video conferences has become our daily activity, and learning tools have gotten more prominent attention to gain student engagement, especially in emergency remote teaching (ERT). Since the trends of metaverse campaigns by meta, augmented reality (AR) has increased recognition in education contexts. However, very little research about the acceptance of augmented reality in video conferences, especially among university students. This paper aims to measure acceptance of AR in video conferences to motivate and inspire students to gain benefits and get impactful technology in the learning process. The research gathered data from a survey of 170 university students (from 5 majors in the study program and 17 different demographic areas) using unified theory of acceptance of technology 2 (UTAUT2). The result reveals that variables significantly impact acceptance: performance expectancy, hedonic motivation, and habit. The least significant but still positive effects are effort expectancy, social influence, and facilitating conditions. The study will provide helpful information on AR technology in video conferences and help top-level management in the university that provides online/distance learning in the early diffusion stage for metaverse in education.