Sanal Eğitimde Kullanıcı Deneyimi Faktörleri

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2024

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Information Systems Engineering
Information Systems is an academic and professional discipline which follows data collection, utilization, storage, distribution, processing and management processes and modern technologies used in this field. Our department implements a pioneering and innovative education program that aims to raise the manpower, able to meet the changing and developing needs and expectations of our country and the world. Our courses on current information technologies especially stand out.
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Computer Engineering
(1998)
The Atılım University Department of Computer Engineering was founded in 1998. The department curriculum is prepared in a way that meets the demands for knowledge and skills after graduation, and is subject to periodical reviews and updates in line with international standards. Our Department offers education in many fields of expertise, such as software development, hardware systems, data structures, computer networks, artificial intelligence, machine learning, image processing, natural language processing, object based design, information security, and cloud computing. The education offered by our department is based on practical approaches, with modern laboratories, projects and internship programs. The undergraduate program at our department was accredited in 2014 by the Association of Evaluation and Accreditation of Engineering Programs (MÜDEK) and was granted the label EUR-ACE, valid through Europe. In addition to the undergraduate program, our department offers thesis or non-thesis graduate degree programs (MS).

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Bu tezde, Sanal Gerçeklik ve Artırılmış Gerçeklik teknolojilerini kullanan diş hekimliği eğitimi programlarının kullanıcı deneyimi üzerindeki etkisinin derinlemesine bir analizi yapılmıştır. Tezin ilk amacı, kullanıcının Sanal Gerçeklik veya Artırılmış Gerçeklik gibi sistemlerle etkileşimlerinde en önemli rol oynayan kullanıcı deneyimi faktörlerini tanımlamaktı. Çeşitli Sanal Gerçeklik uygulamalarında kullanıcı deneyimini etkileyen dokuz temel faktörü ortaya çıkaran sistematik bir inceleme çalışası yapıldı. Bu çalışmanın sonucunda etkileşim, kullanılabilirlik, sürükleyicilik, teknolojinin benimsenmesi, duygu, mevcudiyet, deneyimin sonucu, muhakeme ve yeterlilik faktörleri elde edildi. Ayrıca, diş hekimliği öğrencilerine eğitimlerinde Artırılmış Gerçeklik kullanımına ilişkin görüş ve algılarını değerlendirmek amacıyla bir anket uygulandı. Anket üzerine temel eksen faktör analizi yapıldı ve üç temel faktör ortaya çıkarıldı: bilgi ve sonuç, duygusal derinlik ve kullanım kolaylığı. Bilgi ve sonuç faktörü altında deneyim sonucu, muhakeme ve yetelilik faktörleri gruplandı. Duygusal derinlik faktörü altında duygu, etkileşim, mevcudiyet ve sürükleyicilik faktörleri gruplandı. Kullanım kolaylığı faktörü, teknolojinin benimsenmesi ve kullanılabilirlik faktörlerinden oluştu. Son olarak, temel eksen faktör analizinden elde edilen üç faktör arasındaki ilişkiyi değerlendirmek için Pearson korelasyon katsayısı hesaplandı.
In this thesis, we aim to conduct an in-depth analysis of User Experience within educational dentistry systems that use immersive technologies. The first goal of the thesis was to define User Experience factors that play a crucial role in the user's encounters with immersive systems, such as Virtual Reality or Augmented Reality. A systematic review study was conducted, which revealed nine underlying factors that affect User Experience in various Virtual Reality applications, namely engagement, usability, immersion, technology adoption, emotion, presence, experience consequence, judgment, and competence. Furthermore, a questionnaire was conducted with dentistry students to assess their opinions and perceptions about using Augmented Reality in their education. Principal Axis Factoring was conducted on the questionnaire, which revealed three underlying factors: knowledge and outcome, emotive submersion, and ease of use. Experience consequence, judgment, and competence cluster under the knowledge and outcome factor; emotion, engagement, immersion, and presence cluster under the emotive submersion factor; while ease of use is comprised of technology adoption and usability. Moreover, a Pearson correlation coefficient was performed to evaluate the relationship between the three factors that were obtained from Principal Axis Factoring.

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Bilgisayar Mühendisliği Bilimleri-Bilgisayar ve Kontrol, Artırılmış gerçeklik, Diş hekimliği eğitimi, Computer Engineering and Computer Science and Control, Genişletilmiş gerçeklik, Augmented reality, Education-dental, Immersive gerçeklik, Extented reality, Karıştırılmış gerçeklik, Immersive reality, Mixed reality, Sanal gerçeklik, Virtual reality

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