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Using Augmented Reality (AR) to Educate the Student: Bridging the Communication for Internet Addiction

Published: 08 July 2022 Publication History

Abstract

Internet gaming addiction is now recognized as a mental health condition that can have a significant impact on an individual's well-being. Over the last decade, studies have accumulated showing that overuse of the Internet can lead to the development of behavioral addiction. Meanwhile, technological advances have introduced virtual and augmented environment, which allows developer to reduce the time and cost of product development iterations while improving the quality of final products, of course bringing user with richness and immersiveness with large scale environment. It opens up new media and approaches to the gaming experience and online browsing activities. The implications means that immersive technology promises higher design fidelity, resulting in higher quality final products at a lower cost than traditional prototyping technology can offer. Thus, this study want to explore in the qualitative approach on how the design in term of augmented reality product influence the student's behavior in the educational purposes.

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Cited By

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  • (2023)Comparison of Transformer Based and Traditional Models on Sentiment Analysis on Social Media Datasets2023 6th International Conference of Computer and Informatics Engineering (IC2IE)10.1109/IC2IE60547.2023.10331232(163-168)Online publication date: 14-Sep-2023
  • (2023)Augmented Reality in STEM Education: Mapping Out the FutureCreative Approaches to Technology-Enhanced Learning for the Workplace and Higher Education10.1007/978-3-031-41637-8_55(677-688)Online publication date: 24-Sep-2023

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ICECC '22: Proceedings of the 2022 5th International Conference on Electronics, Communications and Control Engineering
March 2022
154 pages
ISBN:9781450395847
DOI:10.1145/3531028
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Association for Computing Machinery

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Published: 08 July 2022

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Author Tags

  1. Augmented Reality
  2. Communication
  3. Education
  4. Internet Addiction

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View all
  • (2023)Comparison of Transformer Based and Traditional Models on Sentiment Analysis on Social Media Datasets2023 6th International Conference of Computer and Informatics Engineering (IC2IE)10.1109/IC2IE60547.2023.10331232(163-168)Online publication date: 14-Sep-2023
  • (2023)Augmented Reality in STEM Education: Mapping Out the FutureCreative Approaches to Technology-Enhanced Learning for the Workplace and Higher Education10.1007/978-3-031-41637-8_55(677-688)Online publication date: 24-Sep-2023

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