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        1 - Investigating the effect of augmented reality on customer buying behavior considering the mediating role of perceived pleasure and customer satisfaction in the tourism industry in Iran
        seyedeh fatemeh hosseini khorrami rasoul asgarpour
        Attracting the customer is not possible when the goal is to sell a product to the final buyer. Instead, sellers try to attract customers by creating various stores, advertising, designing and building various showcases to offer the product. Therefore, this study aimed t More
        Attracting the customer is not possible when the goal is to sell a product to the final buyer. Instead, sellers try to attract customers by creating various stores, advertising, designing and building various showcases to offer the product. Therefore, this study aimed to investigate the effect of augmented reality on customer buying behavior with respect to the mediating role of perceived pleasure and customer satisfaction in the tourism industry. This research is of applied type, and the research method in this research is descriptive-survey type. The statistical population of the study includes the customers of Elie Gesht Company and the sample size (384 people) has been calculated using the Cochran's formula. The required information was collected using standard questionnaires. In this study, in order to determine the reliability of the questionnaire, Cronbach's alpha test was used and the data were analyzed using Smart PLS software. The method of data analysis is also partial least squares. The results show that augmented reality has a positive and significant effect on perceived pleasure and customer satisfaction in the tourism industry. Perceived pleasure also has a positive and significant effect on customer behavior. But customer satisfaction does not have a positive and significant effect on customer behavior and perceived satisfaction on customer satisfaction. Manuscript profile
      • Open Access Article

        2 - Introduction of Augmented Reality Ins‌tances utilizing Matter-Information Hybrid via Technology in Urban Spaces
        Naji Pezhman Ziaei
      • Open Access Article

        3 - Augmented Reality System Specification for Placemaking
        Hossein Amin Pour Pirjel Farah Habib Zahra Sadat Saeideh Zarabadi Vahdaneh Fooladi
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        4 - Augmented Reality technology application in advertising and marketing
        tahere saedi raha kharazi azar afsaneh mozafari
        Augmented reality technology usage in electronic public relations, is the Communication PhD Thesis of Islamic Azad University of Science and Research. In this study that is researched in survey method, the view of 140 academics and IT professionals, IT journalists and P More
        Augmented reality technology usage in electronic public relations, is the Communication PhD Thesis of Islamic Azad University of Science and Research. In this study that is researched in survey method, the view of 140 academics and IT professionals, IT journalists and PR professionals is collected, and discussed in detail, about augmented reality technology applications in electronic public relations in public and private devices Augmented reality is a real phenomenon which is watched on cellphones or tablets or smart glasses that visual information, audio and video information from the computer or GPS is added to it. This technology usage has been developed recently in different activities such as public relations and advertising and entertainment industry. It is used also in media technology, medicine, industry, education, tourism, advertising and social activities Researcher has 4 hypotheses for this study: 1. Augmented Reality technology helps companies and organizations to offer their products and services better and more understandable to customers.2. Wearable stuffes such as smart glasses based on augmented reality technology are the most important applications in exhibitions.3. there is a significant relation between using of augmented reality technology in the process of advertising and branding and public relations managers awareness of the applications of this technology.4. The use of augmented reality technology attracts more teenagers and young audience and customers. All hypotheses are confirmed. Based on the present research results, it is needed to justify systems and culturing people in order to be more operational and easy to use of this technology. Manuscript profile
      • Open Access Article

        5 - The effect of co-creation in the face of augmented reality on perceived risk, perceived trust
        Masoomeh Ghafoori Nosrat Shadnoosh Muhammad Ali Karamati
        Subject: Augmented Reality (AR) is a technology that can address the limitations of traditional chat and information platforms such as telephones, face-to-face communications, and the Internet. AR has made it possible to access and interact with digital information in r More
        Subject: Augmented Reality (AR) is a technology that can address the limitations of traditional chat and information platforms such as telephones, face-to-face communications, and the Internet. AR has made it possible to access and interact with digital information in real time in the physical world (although the process by which an organization can communicate is often ambiguous, interactions, including conversations and information, often serve as a hub for Shared value creation are described). Thus, interactive platforms enable companies to provide a center for collaboration. In this study, identifying the factors of the co-creation model in the face of perceived augmented reality and explaining their relationships and presenting the co-creation model in Exposure to augmented reality over perceived risk has been intended.Research method: In this research, a mixed method has been applied, which includes qualitative and quantitative methods. First, the data were analyzed using data theory and MAXQDA software and then using structural equation method and SMArtPLS software. The statistical population of this research is for the qualitative part of experts including marketing professors and specialists, augmented reality, and in the quantitative part of this research includes senior managers, middle managers and technical and engineering experts, Mapna Group companies in the field of development and construction of thermal power plants. Oil, gas, and rail projects were sampled as accessible due to difficult access and limitations of coronary heart disease. Manuscript profile
      • Open Access Article

        6 - Accreditation of the dimensions and components of the curriculum model based on augmented reality technology in the primary education system.
        Somayyeh  Haghighat Hamidreza Motamed Alireza Ghasemizad
        Purpose: The current research was carried out with the aim of validating the dimensions and components of the curriculum model based on augmented reality technology in the primary education system. Method: The research method was quantitative. The research method in t More
        Purpose: The current research was carried out with the aim of validating the dimensions and components of the curriculum model based on augmented reality technology in the primary education system. Method: The research method was quantitative. The research method in the quantitative part was a survey. The statistical population included 130 knowledgeable people in the field of augmented reality (curriculum planners, teachers, experts, and educational technologists) who had the information needed by the researcher. Findings: Due to the limited statistical population, all of them were selected as samples using the census sampling method. The data collection in this research was a questionnaire that was prepared from the extracted codes of the qualitative section, which included 17 items. Its validity through divergent and convergent validity and its reliability through Cronbach's alpha and with a factor of 0.7 It was estimated. Data analysis was done using confirmatory factor analysis and Smart pls3 software. Conclusion: The findings of this part of the research also showed that based on the obtained fit indices, the relationship model between the components and their related factors has a suitable fit. Therefore, augmented reality technology is also widely used as an electronic tool in the evaluation element of the elementary school curriculum. Manuscript profile
      • Open Access Article

        7 - The Effects of Gender, Age, and Educational Level on Language Achievement in AR-integrated Language Learning
        Aylar Norouzifard Mohammad Bavali Mostafa Zamanian Ehsan Rassaei
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        8 - Does Integrating Augmented Reality App into Task-based Reading Instruction Pay?
        Mahan Attar Valiollah Yousefi
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        9 - Analysis of scientific products in the field of augmented reality technology in education
        Jabiz Golzar Moghadam Marjan Kian Masoud Geramipour yousef Mahdavi Nasab
        The purpose of this study is to investigate the status of scientific production in the field of augmented reality technology in education. The present study is of applied and scientometric type and in doing it, bibliometric and social network analysis techniques have be More
        The purpose of this study is to investigate the status of scientific production in the field of augmented reality technology in education. The present study is of applied and scientometric type and in doing it, bibliometric and social network analysis techniques have been used. Accordingly, for data collection, research-related keywords were searched and identified between 2010 and 2020 using the Scopus database. Vosviewer software was used to analyze the data and visualize the obtained information.The statistical population of the present study is 582 documents in the relevant field. Analyzes include: frequency of publication of relevant research, countries with the most relevant documents, scientific centers with the most relevant research, most prolific authors in this field, communication clustering of keywords and drawing a network of cooperation of authors in the relevant field. The results of the studies show that the frequency of publication of related sources is still increasing; among the countries with the most related research, the United States is in first place and Spain and Indonesia in second and third place. Most printed documents are articles and the busiest field in this regard is social sciences. These keywords are placed in 6 thematic clusters. The most relevant words in the main cluster are augmented reality, learning, student, teacher, curriculum planning, and interaction. Manuscript profile
      • Open Access Article

        10 - The Impact of Cognitive Load and Augmented Reality Technology Methods on Students' Learning-Retention in Mathematics
        Alireza Badeleh Abdoljalal Toomaj Moslem Ghobadiyan
        The purpose of the present study was to investigate the effect of cognitive Load and augmented reality technology methods on the learning-retention of 12th grade students of experimental sciences field in the mathematics 3 course in the academic year of 2018-2019. The r More
        The purpose of the present study was to investigate the effect of cognitive Load and augmented reality technology methods on the learning-retention of 12th grade students of experimental sciences field in the mathematics 3 course in the academic year of 2018-2019. The research method is quasi-experimental with pre-test and post-test with three groups: one control group and two experimental groups. The statistical population of the study consisted of all 12th grade students of experimental sciences field of Gorgan city that were 726 students. Mustafa Khomeini high school was selected by cluster sampling method from 22 high schools of Gorgan as the sample. Then, from the 12th grade students of this school, the experimental sciences field was selected which consisted of 3 classes with 90 students. Among these students, those students who had average above 17, and who were discipline-desirable were selected. Finally, according to the criteria set, 60 students were selected as research sample. The research instrument consisted of a 30-questions researcher-made test with different levels of Bloom's cognitive domain. The coefficient of distinction and difficulty of each question was reported and was desirable. The results showed that cognitive Load and augmented reality technology methods have a positive and significant effect on students' learning and retention. And augmented reality-based teaching methods have a greater impact on students' learning and retention than other cognitive-based teaching methods and traditional methods. Manuscript profile
      • Open Access Article

        11 - Applications of Virtual Reality and Augmented Reality in Education
        behroz rajaee jafar salimi naser abbasi khadijeh babakhani
        Introduction: Distance education has always had an important place in education, and currently one of the most attractive innovations that are widely used in distance education is virtual reality and augmented reality technology. We are now on a path where education is More
        Introduction: Distance education has always had an important place in education, and currently one of the most attractive innovations that are widely used in distance education is virtual reality and augmented reality technology. We are now on a path where education is moving towards new technology, among which are augmented reality and virtual reality technologies. Accordingly, virtual reality and augmented reality technology can help students learn by providing educational materials and teachers as a teaching platform. With the help of these technologies, teachers can show anything in the classroom to students and thus engage them much better with lessons and education. The exact thing that is considered in divergent education; students have a role in the knowledge process of participation and active learning (student-centered).Method: The research method was a systematic review of research findings on the applications of virtual reality and augmented reality. Thus, the articles of the years (2016 to 2021) from databases (PubMed, Google scholar, science direct, Elsevier, Scopus, Springer, SID, Civilica) with the keywords "virtual reality", "augmented reality", "virtual education" was investigated.Findings: The evaluations of the articles showed that virtual reality provides outstanding visualization that cannot be achieved in the traditional classroom, and augmented reality experiences are an effective way to stimulate the presence and participation of students in online and hybrid education. Discussion and conclusion: virtual reality/augmented reality in the educational field has created interaction with virtual objects in the real environment. Therefore, in the era of the global pandemic, when the entire educational process is transferred online, virtual reality and augmented reality technology can create physical interaction between the learner and the environment, and engage the student's senses, and increase information and experience learning, and research They demonstrated improvements in learning, student engagement, motivation, and collaboration with educational environments enriched with virtual reality/augmented reality applications. In general, the results of this research are of great importance for the application of these technologies in the educational field, so that students' learning can be useful with both technologies.   Manuscript profile
      • Open Access Article

        12 - Intelligence Model based on Augmented Reality used for Educational Initiative in Architectural Education
        Mostafa Azghandi مهدی یعقوبی Elham fariborzi
        The current research aims to teach the principles of sustainability to high school students through the three-dimensional modeling of native Iranian-Islamic architecture in the context of virtual and augmented reality settings.Therefore, after identifying the components More
        The current research aims to teach the principles of sustainability to high school students through the three-dimensional modeling of native Iranian-Islamic architecture in the context of virtual and augmented reality settings.Therefore, after identifying the components of native architecture and determining the effective factors in its teaching process through a systematic review of the research literature and conducting semi-structured interviews with a wide range of experts in the research field, in the next step and using an educational model based on the constructivist approach, the story of native Iranian-Islamic architecture has been shared with students. Finally and in the last step of the research, in order to determine the degree of improvement of students' understanding of the concepts related to the principles of sustainable development and native architecture, a questionnaire tool was used with the desired validity and reliability. In this context, the findings of the research indicate that the usage of 3D modeling has been effective in increasing students' familiarity with the different characteristics of native Iranian-Islamic architecture and creating the positive changes in their knowledge, behavior and awareness of concepts related to sustainability principles. Manuscript profile
      • Open Access Article

        13 - Investigating factors affecting the acceptance and use of augmented reality applications in education in the context of the COVID-19 pandemic
        Yazdan Shirmohammadi Afsaneh Abdolahi Amene Kamali Sarvestani
        Introduction: Augmented reality and virtual reality are considered smart and digital technologies that have left their impact in many industries and environments. On the other hand, the COVID-19 pandemic creates a series of issues and challenges for tourism education. E More
        Introduction: Augmented reality and virtual reality are considered smart and digital technologies that have left their impact in many industries and environments. On the other hand, the COVID-19 pandemic creates a series of issues and challenges for tourism education. Education through augmented reality and virtual reality has become very important. The tourism industry, as one of the most important service industries, experiences tight competition compared to other industries and services in the world. research methodology: The present study was conducted with the aim of investigating the factors affecting the acceptance and use of augmented reality and virtual reality applications in tourism education in the context of the COVID-19 pandemic. The research method of this study is quantitative, and data analysis is done using structural equations. The statistical population of the research also includes education experts in the field of augmented reality. The basic idea of this research and its dimensions and spheres are taken from Barta's research model (2023), and changes and innovations have been made to the said model. The research tool is a researcher-made questionnaire with reliable sources. The final designed conceptual model was estimated using structural equations and Smart PLS software. Findings: Based on the modeling results of structural equations, usefulness, ease, pleasure motivation, perceived value of price and perceived quality are effective on the attitude of using augmented reality and virtual reality applications in tourism education with values of 0.560, 0.485, 0.303, 0.677 and 0.444 respectively. Conclusion: Therefore, the perceived value of price has a greater impact on the attitude and acceptance of the use of augmented reality and virtual reality applications in tourism education in the era of COVID-19 than other identified factors. Manuscript profile
      • Open Access Article

        14 - Curriculum model design based on augmented reality in Iran's primary education system
        Somayyeh Haghighat Hamidreza Motamed Alireza Ghasemi Zad
        The main purpose of this study is to design a curriculum model based on augmented reality for the Iranian primary education system. The method of the present research is qualitative in that the elements of the curriculum based on augmented reality technology were identi More
        The main purpose of this study is to design a curriculum model based on augmented reality for the Iranian primary education system. The method of the present research is qualitative in that the elements of the curriculum based on augmented reality technology were identified and extracted using the method of content analysis and inductive method. The statistical population of the study was curriculum specialists and experts and experts in educational technology and IT specialists and a number of teachers in different educational centers of the country who were selected based on purposive sampling of 32 people. The research tool was a semi-structured interview that continued to saturation. Finally, the network of themes was coded, analyzed and plotted using the Atriad-Sterling method. In order to evaluate the validity and reliability of this study, the evaluation method of Goba and Lincoln (1989) was used. For this purpose, four criteria: 1- Acceptability 2- Verifiability 3- Reliability 4- Portability was considered for evaluation. Complementary sources were used to enrich the data and increase their validity by referring to scientific research and various articles and books on the subject of research. The researcher also verified the concepts of different interviews with other researchers and also asked the interviewees to review the text of the interviews. After coding and analyzing the interview data, 52 basic themes were extracted. From these basic themes, 4 organizing themes and finally 1 comprehensive theme that formed the elements of the curriculum based on educational technology were identified and extracted. Manuscript profile
      • Open Access Article

        15 - Impact of Employing Augmented Reality Technology on Lowering Foreign Language Anxiety in Adult EFL Learners
        Aylar Norouzifard Mohammad Bavali Mostafa Zamanian Ehsan Rassaei
      • Open Access Article

        16 - The Effect of Augmented Reality on Self-Efficacy and Educational Motivation of Students in Qods City, Tehran Province
        Alireza Badele Maryan Uojaghi Abdolrahim Jahed
        The purpose of this study was to investigate the effect of augmented reality education on self-efficacy and academic motivation of students in Qods city. The research methodology was quasi-experimental with pre-test and post-test design with control group. The statistic More
        The purpose of this study was to investigate the effect of augmented reality education on self-efficacy and academic motivation of students in Qods city. The research methodology was quasi-experimental with pre-test and post-test design with control group. The statistical population consisted of all primary students in Qods city. The sample size was selected using multistage cluster sampling from schools of Qods city, and Kowsar girls' primary school was selected, which has 423 students. From the first to the sixth grade of Kosar primary school, the third grade, with 60 students, was selected because of their first familiarity with the classification of animals and vertebrates. Of these students, students with a very good grade, ages 9 to 10 years, and a very good (descriptive) discipline score were selected, which generally 42 students were selected as the sample. The instruments used for this study were Valerand's motivation questionnaire (2013) and the efficacy of Sher et al. (1982) which had 28 and 17 items, respectively. The validity of the questionnaires was reviewed and confirmed by various researches, and the reliability of the questionnaires was 0.73 and 0.76 respectively.. Kolmogorov–Smirnov test and analysis of variance and multivariate covariance analysis (Manova) were used to analyze the data. The results of this study showed that the augmented reality learning method has a positive effect on self-efficacy, internal motivation for knowing, internal motivation for doing work, internal motivation for stimulation, replication adjustment, confrontation and externality adjustment, and negatively affect students' self-efficacy. (p <0.05). Manuscript profile
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        17 - The effect of training through augmented reality on learning the Lesson Social studies elementary students in 6 the grade
        HamidReza Alian mozhghan heidary manijeh ahmadi
        The purpose of this study was investigate The effect of training through augmented reality on learning the Lesson Social studies elementary students in 6 the grade. the type of research is quantitative for data collection of the semi - experimental study. the subjects w More
        The purpose of this study was investigate The effect of training through augmented reality on learning the Lesson Social studies elementary students in 6 the grade. the type of research is quantitative for data collection of the semi - experimental study. the subjects were selected 120 students through multi - stage cluster sampling method in groups of control (traditional teaching) and the experimental group (training with the help of augmented reality) were selected .Data collection by the researchers made exam for academic progress with 25 questions in three occasions. The reliability of the test was also obtained by Cronbach 's alpha 0.86 which indicates good reliability of the questions. the repeated measure test was performed in order to study the learning extent of students who showed the superiority of the teaching method to the help of augmented reality, but augmented reality did not significantly affect the learning of girls and boys. Manuscript profile
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        18 - The impact of Augmented Reality Technology on Learning of second-grade Dyslexic Students
        elahe khateri Saeid Pourroostaei Ardakani Esmaeil Zaraii Zavaraki
        The purpose of this study is to investigate the impact of Augmented Reality Technology on Learning of second-grade Dyslexic Students. The statistical population of this study includes all students with dyslexia disorder in the second elementary school who study in Tehra More
        The purpose of this study is to investigate the impact of Augmented Reality Technology on Learning of second-grade Dyslexic Students. The statistical population of this study includes all students with dyslexia disorder in the second elementary school who study in Tehran during the academic year of 1397-1398. Sampling method is a purposeful sampling. In this study, the sample size is 20 people divided into experimental and control groups. At first, a pre-test learning is taken from both groups and then an Augmented Reality Program is used for the experimental group and is administered to the control group. The researcher uploads videos, photos and sounds related to the teaching lessons using the HP Reveal Augmented Reality Program, and marks each subject they are taught and adapted according to the curriculum. The student take on the phone to learn each title, and the HP Reveal Augmented Reality Program is running on it and is provided relevant information. Then, the post-test learning are conducted and the results analyzed for each group. The results show that augmented reality utilization imputs learning the students with dyslexia disorder. Manuscript profile
      • Open Access Article

        19 - Promoting the learning of elementary course textbooks based on augmented reality technology and model presentation
        فرهاد شفیع پور heidar toorani
        Abstract Augmented reality is a technology that enables a better understanding of phenomena by receiving and processing information. Therefore, the problem of the current research is how augmented reality technology helps to advance and better understand students' le More
        Abstract Augmented reality is a technology that enables a better understanding of phenomena by receiving and processing information. Therefore, the problem of the current research is how augmented reality technology helps to advance and better understand students' learning content of elementary school textbooks? The synthesis research method, the research field of all the articles published in 2009-2024, the sampling method was done in a purposeful way until the saturation of the data (34 articles). To collect information from reliable scientific databases (Springer, Elsevier, Emerald, Google Scholar , SagePop,...) were used. Verifiability, transferability, and assurance methods were used for the validity and validation of data. In general, the results showed that the student learning promotion model based on augmented reality has nine dimensions. (learner activation, visualization of learning concepts, interactive learning, multimedia learning, motivational learning, learning capabilities, learning opportunity, learning based on virtual reality, creative learning) was established. Manuscript profile