Saudi Cultural Missions Theses & Dissertations

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    Storytelling with Virtual and Augmented Reality in Education Sector
    (La trobe University, 2024-05-31) Alqahtani, Ruba Hussain; Skarbez, Richard
    ABSTRACT (231 words) Telling stories has been the original teaching tool and a way for children to develop their literacy skills, grammar understanding, and expand vocabulary. Digital storytelling comprises sensory, visual, and aural elements for enhanced learning and teaching process using technological tools and user-designer/user- tool interaction for powerful visual and audio impacts. Immersive storytelling using augmented and virtual reality (AR/VR) could be used in primary education to engage students through interactive storytelling. Immersive storytelling would enhance interest of primary students in learning new concepts which otherwise would be hard to explain to students. The issue is that students are more and more involved in the digital world and bored with traditional teaching experiences. But most people don’t understand the relevance of new technology or understand how to implement it. There are various barriers to the implementation of AR/VR in the education sector and it requires a lot of funds for equipment and training which is not present with most institutes nor do they understand the relevance of investing in such technologies. The purpose of this thesis is to determine ways in which AR/VR could be used to enhance interactive experience in primary education. Through the adopted bibliometric analysis, the thematic evolution and science mapping of AR/VR in education would be highlighted through two comparative timelines (2010-2018) and (2019-current). This research will benefit as it would enhance the teaching capability and knowledge of the students.
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    Projection-Based Augmented Reality as a collaborative tool in Architecture Education
    (The University of Queensland, 2024) Al dakheel, Shaden; Matthews, Ben; Boden, Marie
    This thesis explores the application of fundamental human-computer interaction (HCI) techniques, highlighting the potential of projection-based augmented reality (PBAR) to enhance collaboration, innovation, and student engagement in architectural design education, particularly in subjects like the History of Architecture. The study involved 11 workshops with architecture students, using various qualitative methods. Analysis techniques were employed, including interaction analysis and thematic analysis. The research made three significant contributions: (1) advancing understanding of how PBAR fosters motivation and engagement in collaborative learning, (2) introducing new design activities and techniques for collaborative learning in AR, and (3) providing initial evidence of improved engagement and collaboration in architectural education through PBAR.
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    Comprehensive Creative Technologies Project: GraffAR: The Future of Graffiti
    (University of the West of England, 2024-04-18) alzahrani, yazeed ahmed; blaise, charlie
    Consider a world in which graffiti is more than just paint on a wall; it is a multifaceted experience that mixes physical and digital arts. This is the purpose of GraffAR, a new smartphone programme that enables users to create their own AR graffiti. GraffAR is meant for all users, not just technical pros. The software was designed with user experience in mind, with Unity serving as its technology foundation and Figma providing a user-friendly interface. This project investigates more than just the app itself. We'll look at GraffAR's technical features, its ability to shift public perceptions of graffiti, and the broader implications for education, community participation, and the future of AR technology.
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    Can AR/VR Successfully Reengage UK Millennials with the UK Art Museum? Catalysing Growth through New Technology Adoption.
    (Saudi Digital Library, 2023-09-11) Alsurayhi, Raghad; Biniari, Marina
    This research examined the potential of virtual reality and augmented reality technologies in enhancing the re-engagement of UK millennials with real-life art experiences. Engaging millennials in UK art museums presents multiple challenges because of the unique preferences and characteristics of this generation. Some of the challenges include digital expectations, short attention spans, preferences for experiences, value and relevance, and competition for leisure time. From this perspective, addressing these challenges requires the implementation of a comprehensive approach that combines thoughtful curation, innovative technologies, and effective communication. This research used the quantitative method to explore the potential of augmented reality and virtual reality technologies in enhancing millennials’ engagement in UK art museums. A closed-ended questionnaire was administered to 100 individuals and analysed using the Statistical Package for the Social Sciences to answer the research questions and address research objectives. The results showed that a declining number of visitors to UK art museums is associated with the inability to offer services aligning with millennials’ attitudes and preferences. Integration of virtual reality and augmented reality technologies could bolster millennials’ engagement with UK art museums. The adoption of these technologies in art museums can complement traditional museum experiences through immersive exploration, interactive engagement, and personalised experiences. These technologies encourage visitors to actively participate in the museum experience by manipulating virtual objects and interacting with historical figures. These technologies can also stimulate hands-on experiences, including creating art in the style of famous artists. Understanding and responding to millennials' values and preferences enables UK art museums to engage visitors and ensure continued success.
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