Locomotion methods are user interaction approaches that assist users in navigating the virtual environment when using virtual reality display device of HMDs (head-mounted displays). Most previous studies have been focused on the locomotion techniques with joystick and teleport in general and gaming context. However, there are lack study of locomotion techniques in virtual museum for context of culture heritage. In this study, this paper presents a comparative evaluation with sixty participants of the three locomotions: Joystick Controller, Point & Teleport and Arm Swinging to measure sickness, presence and flow state. In order to evaluate, this paper developed the virtual museum of Himmapan animals (https://angkaew.com/Hinmapan_vr/) which consisted of digital paint art, digitization objects, animation and digitization books. The results showed that Point & teleport less sickness of nausea than other techniques and Point & teleport also highest in perceived enjoyment than other techniques. However, we found no significant difference in presence. Finally, this paper suggested implementing Point & Teleport locomotion techniques in the application of virtual museums
Since humankind entered the computerised period, data and the amount of information available through digital sources have drastically increased, and people nowadays can also generate and distribute information. As a result of these changes, knowledge acquisition was characterised by a rapid increase in information. However, the retention of such information or knowledge can be challenging. To understand how it happened with the undergraduate students, we developed a 4-minute digital pre-class video designed specifically for undergraduate students and assessed its capacity to verify news based on the method of the International Federation of Library Associations and Institutions, which consists of eight evaluation criteria and key points to consider. To examine the video's efficacy, we used a randomised controlled design among the control and experiment groups, with an in-class session based on both a pre-class video and PowerPoint materials for the experiment group and an in-class session using PowerPoint materials only for the control group. The instructional materials motivation survey questionnaire and the fake news literacy test were utilised to examine motivation, knowledge acquisition and knowledge retention. The results showed that while students of both groups had similar performances as regards knowledge acquisition, they nonetheless showed a considerable difference in retention and motivation of knowledge from the perspective of attention and relevance. These results show a huge potential for using pre-class video and appropriate and effective content to combat false information in Thailand. Nevertheless, the research is subject to limitations. The study was only carried out at Chiang Mai University. More research experiments at other universities are required. Keywords: Undergraduate students, news literacy, knowledge retention, motivation, pre-class video.
This work proposes designing and implementing a method for the gamification application of Fun Run events in order to promote physical activity. The application transforms the standard Fun Run which is normally included as a side event called “The gaming Fun Run” to marathon events designed for people who are interested in either gamified applications or their health allowing them to playand run at the same time. The application was used during the event called “The Run Fest“ to celebrate the 15th anniversary of the opening of Chiang Mai University's College of Arts, Media, and Technology. Based on the results of satisfaction questionnaires, the 701 participants, including 339 males and 362 females, were pleased and motivated to engage in physical activities. In addition, it can be concluded that running newcomers, 380 people, or 54.20% of all participants, were attracted to attend the running event and were able to complete the route, indicating that it was a successful promotion that enhances physical activity and health among newcomers in running through the application of gamification.
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