Development of a hexagon aesthetic user experience model for augmented reality comics

<p>This study aims to examine the potential of synergising models from two different</p><p>theories, known as aesthetic experience (AX) and user experience (UX), which</p><p>highlight a sizeable theoretical gap for augmented reali...

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Main Author: Mohd Ekram Al-Hafis Hashim
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Language:eng
Published: 2022
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Online Access:https://ir.upsi.edu.my/detailsg.php?det=8741
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institution Universiti Pendidikan Sultan Idris
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language eng
topic HD Industries
Land use
Labor
spellingShingle HD Industries
Land use
Labor
Mohd Ekram Al-Hafis Hashim
Development of a hexagon aesthetic user experience model for augmented reality comics
description <p>This study aims to examine the potential of synergising models from two different</p><p>theories, known as aesthetic experience (AX) and user experience (UX), which</p><p>highlight a sizeable theoretical gap for augmented reality comics (AR comics). Thus,</p><p>a new model called aesthetic user experience (AUX) was purposed in this study.</p><p>Design Development Research (DDR) model was adapted through research design in</p><p>this study. Two evaluation phases namely Fuzzy Delphi Method (FDM) and</p><p>Structural Equation Model (SEM) were used to develop and to test the constructs and</p><p>elements. Five experts from comics and five experts from AR were selected to obtain</p><p>the initial AUX constructs. The analysis was conducted based on FDM conditions:</p><p>threshold, d 0.2, expert consensus percentage > 70% and fuzzy score, Amax > 0.5.</p><p>The FDM results have established seven constructs namely storytelling, amusement,</p><p>harmony, inspiration, incentive, mindfulness and efficiency. Model validation was</p><p>performed using SEM through confirmatory factor analysis (CFA). A total of 193</p><p>samples (n = 193) comprised of generation Y and millennials (born in 19822010)</p><p>who had knowledge in the creative fields and information technology were selected.</p><p>This analysis is based on the condition of model fit in CFA: factor loading > 0.7, df</p><p>< 5.0, CFI and TLI > 0.8, RMSEA > 0.05 to 0.09 and convergent validity (AVE) ></p><p>0.45. The CFA analysis confirmed six constructs namely storytelling, amusement,</p><p>harmony, inspiration, mindfulness and efficiency, hence the name hexagon AUX</p><p>model. The new proposed model has immense implications for emerging areas of art</p><p>and technology. Potential applications for the hexagon AUX models can be extended</p><p>beyond VR comic such as VR drawing, AR painting and immersive digital art</p><p>installation.</p>
format thesis
qualification_name
qualification_level Doctorate
author Mohd Ekram Al-Hafis Hashim
author_facet Mohd Ekram Al-Hafis Hashim
author_sort Mohd Ekram Al-Hafis Hashim
title Development of a hexagon aesthetic user experience model for augmented reality comics
title_short Development of a hexagon aesthetic user experience model for augmented reality comics
title_full Development of a hexagon aesthetic user experience model for augmented reality comics
title_fullStr Development of a hexagon aesthetic user experience model for augmented reality comics
title_full_unstemmed Development of a hexagon aesthetic user experience model for augmented reality comics
title_sort development of a hexagon aesthetic user experience model for augmented reality comics
granting_institution Universiti Pendidikan Sultan Idris
granting_department Fakulti Seni, Komputeran dan Industri Kreatif
publishDate 2022
url https://ir.upsi.edu.my/detailsg.php?det=8741
_version_ 1776104561949278208
spelling oai:ir.upsi.edu.my:87412023-03-07 Development of a hexagon aesthetic user experience model for augmented reality comics 2022 Mohd Ekram Al-Hafis Hashim HD Industries. Land use. Labor <p>This study aims to examine the potential of synergising models from two different</p><p>theories, known as aesthetic experience (AX) and user experience (UX), which</p><p>highlight a sizeable theoretical gap for augmented reality comics (AR comics). Thus,</p><p>a new model called aesthetic user experience (AUX) was purposed in this study.</p><p>Design Development Research (DDR) model was adapted through research design in</p><p>this study. Two evaluation phases namely Fuzzy Delphi Method (FDM) and</p><p>Structural Equation Model (SEM) were used to develop and to test the constructs and</p><p>elements. Five experts from comics and five experts from AR were selected to obtain</p><p>the initial AUX constructs. The analysis was conducted based on FDM conditions:</p><p>threshold, d 0.2, expert consensus percentage > 70% and fuzzy score, Amax > 0.5.</p><p>The FDM results have established seven constructs namely storytelling, amusement,</p><p>harmony, inspiration, incentive, mindfulness and efficiency. Model validation was</p><p>performed using SEM through confirmatory factor analysis (CFA). A total of 193</p><p>samples (n = 193) comprised of generation Y and millennials (born in 19822010)</p><p>who had knowledge in the creative fields and information technology were selected.</p><p>This analysis is based on the condition of model fit in CFA: factor loading > 0.7, df</p><p>< 5.0, CFI and TLI > 0.8, RMSEA > 0.05 to 0.09 and convergent validity (AVE) ></p><p>0.45. The CFA analysis confirmed six constructs namely storytelling, amusement,</p><p>harmony, inspiration, mindfulness and efficiency, hence the name hexagon AUX</p><p>model. The new proposed model has immense implications for emerging areas of art</p><p>and technology. Potential applications for the hexagon AUX models can be extended</p><p>beyond VR comic such as VR drawing, AR painting and immersive digital art</p><p>installation.</p> 2022 thesis https://ir.upsi.edu.my/detailsg.php?det=8741 https://ir.upsi.edu.my/detailsg.php?det=8741 text eng closedAccess Doctoral Universiti Pendidikan Sultan Idris Fakulti Seni, Komputeran dan Industri Kreatif <p>Agarwal, V. (2013). Investigating the convergent validity of organizational</p><p>trust. Journal of communication management.</p><p></p><p>Abdullah, F., & Ishak, M. S. A. (2016). Kesan Perkembangan Teknologi terhadap</p><p>Industri Penerbitan Buku di Malaysia. Malaysian Journal of Media</p><p>Studies, 18(2), 71-86.</p><p></p><p>Adikari, S., McDonald, C., & Campbell, J. (2016). 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