使用增强现实的印尼动物应用程序的用户界面模型

Aurora Selviany, E. Kaburuan, D. Junaedi
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引用次数: 6

摘要

与成人相比,儿童身上的浓度最低。它影响了孩子们的学习模式。应用的学习模式应该更有趣。在印尼的动物研究中出现的问题是,孩子们不能想象或想象动物的形状,动作和声音。因此,它需要其他的教学媒体来学习动物,比如智能手机应用程序。本研究是关于使用增强现实技术为印度尼西亚动物介绍设计应用程序。应用程序中的增强现实技术给孩子带来了很好的影响,因为有了AR,孩子可以感受到动物的真实形状,可以帮助孩子快速记忆和想象物体的形状。设计应用程序原型的方法是目标导向设计,遵循用户在了解印度尼西亚动物时的需求和目标。原型使用QUIM测试了它的可用性水平。从原型测试的结果中得到了91%的值,由此得出印度尼西亚学习认识动物应用的可用性水平符合幼儿期的特点。
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User interface model for Indonesian Animal apps to kid using Augmented Reality
Concentrations possessed on children are minimal compared to adults. It affects the learning patterns for the children. The applied model of learning should be more interesting. The problem that occurs in the study of Indonesian's animals for a child, that children can't imagine or visualize the forms, movements, and sounds of animals. Therefore, it needs other instructional media for learning animal such as smartphone apps. This study is about designing apps for Indonesian Animal Introduction using Augmented Reality Technology. With Augmented reality technology in the apps give a good impact to the child because with AR children can feel the real shape of the animal and can help children to remember and imagine the shape of the object quickly. The approach is taken to design the application prototype is Goal-Directed Design following the needs and goals of users in learning about the animal from Indonesia. The prototype tested its usability level using QUIM. From prototype test results get the value with a percentage of 91%, so it concluded that the usability level of the application of learning to know animals from Indonesia is following the characteristics of early childhood.
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