UPSI Digital Repository (UDRep)
|
|
|
Abstract : Universiti Pendidikan Sultan Idris |
Kajian ini bertujuan untuk melihat aspek pengalaman pelajar yang berbeza peringkat
umur terhadap tutor hologram manusia sebenar. Empat kumpulan yang terlibat ialah
murid darjah lima, pelajar tingkatan empat, pelajar sepenuh masa dan pelajar sambilan
institusi pengajian tinggi. Kajian ini juga melihat kesan emosi seronok dan emosi dalam
pembelajaran pelajar yang tercetus disebabkan reka bentuk karakter tutor hologram
yang berbeza tahap realistik. Bagi tujuan tersebut tiga tutor hologram berbeza tahap
realistik telah dibangunkan, iaitu manusia sebenar, kartun 3D dan robot manusia. Hanya
pelajar sepenuh masa institusi pengajian tinggi sahaja yang terlibat untuk objektif kedua
kajian ini. Keseluruhannya, reka bentuk kuasi-eksperimen telah digunakan bagi
menjawab persoalan-persoalan kajian yang dibina. Bagi tujuan memperoleh maklum
balas dari responden, soal selidik UEQ telah digunakan untuk objektif kajian yang
pertama dan SAM serta AEQ digunakan untuk objektif kajian yang kedua. Secara
keseluruhan, seramai 210 orang pelajar sekolah dan institusi pengajian tinggi terlibat
dalam kajian ini. Data kajian dianalisis menggunakan kaedah statistik ANOVA dan
ujian Post-Hoc. Hasil dapatan menunjukkan bahawa pengalaman pelajar bagi kesemua
peringkat umur berada pada tahap positif, namun berbeza secara signifikan
(F(3,116)=5.80, p |
References |
Abdekhoda, M., Ahmadi, M., Gohari, M., & Noruzi, A. (2015). The effects of organizational contextual factors on physicians’ attitude toward adoption of Electronic Medical Records. Journal of Biomedical Informatics, 53, 174-179. doi:10.1016/j.jbi.2014.10.008
Abdelhamid, M. (2020). Using 3D Hologram Technology (3DHT) in the distance learning program to enhance the professional skills of tour guidance undergraduate students. Journal of Association of Arab Universities for Tourism and Hospitality, 18(3), 17–34. doi.org/10.21608/jaauth.2020.109878
Acar, B., & Tarhan, L. (2007). Effects of cooperative learning on students’ understanding of metallic bonding. Research in Science Education, 38(4), 401- 420. doi:10.1007/s11165-007-9054-9
Acilar, A. (2011). Exploring the aspects of digital divide in a developing country. Issues in Informing Science and Information Technology, 8(1), 231-244. doi:10.28945/1415
Ahmad Zamzuri, M. (2018). Multimedia dan Perisian Pendidikan: Panduan Praktikal Reka Bentuk dan Penyelidikan. Tanjung Malim, Perak: Universiti Pendidikan Sultan Idris.
Ahmad, S. A., Abdullahi, I. M., & Usma, M. (2015). General attitude and acceptance of holography in teaching among lecturers in Nigerian colleges of education. IAFOR Journal of Education, 3(SE), 140-160. doi:10.22492/ije.3.se.09
Ahn, J., & Jung, Y. (2014). The common sense of dependence on smartphone: A comparison between digital natives and digital immigrants. New Media & Society, 18(7), 1236-1256. doi:10.1177/1461444814554902
Aida Aryani, S., & Norhayati, H. (2018). Industrial revolution 4.0 and education. International Journal of Academic Research in Business and Social Sciences, 8(9), 314-319. doi:10.6007/ijarbss/v8-i9/4593
Akgün, F. (2017). Investigation of instructional technology acceptance and individual innovativeness of academicians. Turkish Online Journal of Qualitative Inquiry, 291–322. doi.org/10.17569/tojqi.292135
Al-Emran, M., Mezhuyev, V., & Kamaludin, A. (2018). Technology acceptance model in M-learning context: A systematic review. Computers & Education, 125, 389–412. doi.org/10.1016/j.compedu.2018.06.008
Alencar, M. A., & Netto, J. F. (2020). Improving learning in virtual learning environments using affective pedagogical agent. International Journal of Distance Education Technologies, 18(4), 1–16. doi.org/10.4018/ijdet.2020100101
Alwahaishi, S., & Snásel, V. (2013). Consumers' acceptance and use of information and communications technology: A UTAUT and flow based theoretical model. Journal of Technology Management & Innovation, 8(2), 9-10. doi:10.4067/s0718-27242013000200005
Alyami, H., Alawami, M., Lyndon, M., Alyami, M., Coomarasamy, C., Henning, M., Sundram, F. (2019). Impact of using a 3D visual metaphor serious game to teach history-taking content to medical students: Longitudinal mixed methods pilot study. JMIR Serious Games, 7(3), 1-21. doi:10.2196/13748
Anderson, R., & E. Jones, C. (2017). AFROFUTURISM 2.0: The rise of astro- blackness. New York, London: Lexington Books.
Andreev, S. V., Bondareva, N. A., & Denisov, E. Y. (2019). Stereo presentations problems of textual information on an Autostereoscopic monitor. Scientific Visualization, 11(4), 108–111. doi.org/10.26583/sv.11.4.08
Angani, A., Talluri, T., Lee, J.-W., Kim, E. S., & Lee, J. B. (2020). Realization of 3D aqua hologram augmented reality of robot fish. Sensors and Materials, 32(10), 3507–3516. doi.org/10.18494/sam.2020.2927
Anwar, F. (2017). Perubahan dan permasalahan media sosial. Jurnal Muara Ilmu Sosial, Humaniora, Dan Seni, 1(1), 137-144. doi:10.24912/jmishumsen.v1i1.343
Arceneaux, N. (2019). The wireless press and the great war: An Intersection of print and electronic media, 1914–1921. Journal of Radio & Audio Media, 26(2), 318- 335. doi:10.1080/19376529.2018.1497035
Artino, A. R., Holmboe, E. S., & Durning, S. J. (2012). Control‐value theory: Using achievement emotions to improve understanding of motivation, learning, and performance in medical education: AMEE Guide No. 64. Medical Teacher, 34(3). doi:10.3109/0142159x.2012.651515
Aslan, A., Aslan Engin, T., Kurmanbekova, G., Kayalar, F., Kayalar, F., & Karagöz, Y. (2021). The effect of biology teaching with concept cartoons based on constructivist learning approach on student achievement and permanence of knowledge. Frontiers in Life Sciences and Related Technologies, 2(1), 14-20. doi:10.51753/flsrt.824378
Asmah, H. (2015). Kaedah penyelidikan bahasa di lapangan. Kuala Lumpur, Malaysia: Dewan Bahasa dan Pustaka.
Awad, A. H., & Kharbat, F. F. (2018). The first design of a smart hologram for teaching. In 2018 Advances in Science and Engineering Technology International Conferences (ASET) (pp. 1-4). Dubai, Sharjah, Abu Dhabi, United Arab Emirates: IEEE. doi:10.1109/ICASET.2018.8376931
Bach, B., Sicat, R., Beyer, J., Cordeil, M., & Pfister, H. (2018). The hologram in my hand: How effective is interactive exploration of 3D visualizations in immersive tangible augmented reality? IEEE Transactions on Visualization and Computer Graphics, 24(1), 457-467. doi:10.1109/tvcg.2017.2745941
Bailenson, J. N., & Yee, N. (2005). Digital Chameleons: Automatic assimilation of nonverbal gestures in immersive virtual environments. Psychological Science, 16(10), 814-819. doi:10.1111/j.1467-9280.2005.01619.x
Bakker, I., Voordt, T. V., Vink, P., & Boon, J. D. (2014). Pleasure, Arousal, Dominance: Mehrabian and Russell revisited. Current Psychology, 33(3), 405- 421. doi:10.1007/s12144-014-9219-4
Barkowsky, M., & Callet, P. L. (2010). The influence of autostereoscopic 3D displays on subsequent task performance. In Proc. SPIE 7524, Stereoscopic Displays and Applications XXI, 752416, 752416-752424. San Jose, California,, United States: SPIE. doi:10.1117/12.839176
Baron, R. M., & Kenny, D. A. (1986). The moderator–mediator variable distinction in social psychological research: Conceptual, strategic, and statistical considerations. Journal of Personality and Social Psychology, 51(6), 1173- 1182. doi:10.1037/0022-3514.51.6.1173
Baylor, A. L. (2005). The impact of pedagogical agent image on affective outcomes. In Proceedings of Workshop on Affective Interactions: Computers in the Affective Loop, 29-34. San Diego, California.
Bbc News. (2000). Meet the hologram teacher. Retrieved from BBC News website http://news.bbc.co.uk/2/hi/in_depth/education/2000/bett2000/600667.stm
Bbc News. (2015). Holographic pyramid creates a world on your table. Retrieved from BBC News website https://www.bbc.com/news/av/technology-33152667
Becker, K., Fleming, J., & Keijsers, W. (2012). E‐learning: Ageing workforce versus technology‐savvy generation. Education + Training, 54(5), 385-400. doi:10.1108/00400911211244687
Bendel, O. (2019). Hologram Girl. In AI Love You, 149-165. Springer, Cham. doi:10.1007/978-3-030-19734-6_8
Benešová, A., Hirman, M., Steiner, F., & Tupa, J. (2018). Analysis of education requirements for electronics manufacturing within concept industry 4.0. In 2018 41st International Spring Seminar on Electronics Technology (ISSE), 1-5. Zlatibor, Serbia: IEEE. doi:10.1109/ISSE.2018.8443681
Bergin, J. (2019). LXD: Ten critical differences between LX and UX. The Emerging Learning Design Journal, 6(1), 4–9.
Berkowsky, R. W., Sharit, J., & Czaja, S. J. (2017). Factors predicting decisions about technology adoption among older adults. Innovation in Aging, 1(3), 1–12. doi.org/10.1093/geroni/igy002
Beydoğan, H. Ö, & Hayran, Z. (2015). The effect of multimedia-based learning on the concept learning levels and attitudes of students. Eurasian Journal of Educational Research, 15(60), 261-280. doi:10.14689/ejer.2015.60.14
Bhaskar, K. S. (2013). Potential and applications of hologram to engage learners. Retrieved from https://edtechreview.in/trends-insights/trends/521-applicationsof- holograms-to-
Bhattacherjee, A. (2000). Acceptance of e-commerce services: The case of electronic brokerages. IEEE Transactions on Systems, Man, and Cybernetics - Part A: Systems and Humans, 30(4), 411-420. doi:10.1109/3468.852435
Borge, M., Ong, Y. S., & Rosé, C. P. (2018). Learning to monitor and regulate collective thinking processes. International Journal of Computer-Supported Collaborative Learning, 13(1), 61-92. doi:10.1007/s11412-018-9270-5
Bovier, F., Caggianese, G., Pietro, G. D., Gallo, L., & Neroni, P. (2017). An Interactive 3D Holographic Pyramid for Museum Exhibition. In 2016 12th International Conference on Signal-Image Technology & Internet-Based Systems (SITIS) (pp. 428-434). Naples, Italy: IEEE. doi:10.1109/SITIS.2016.73
Bradley, M. M., & Lang, P. J. (1994). Measuring emotion: The self-assessment manikin and the semantic differential. Journal of Behavior Therapy and Experimental Psychiatry, 25(1), 49-59. doi:10.1016/0005-7916(94)90063-9
Broady, T., Chan, A., & Caputi, P. (2010). Comparison of older and younger adults' attitudes towards and abilities with computers: Implications for training and learning. British Journal of Educational Technology, 41(3), 473-485. doi:10.1111/j.1467-8535.2008.00914.x
Brom, C., Stárková, T., & D'Mello, S. K. (2018). How effective is emotional design? A meta-analysis on facial anthropomorphisms and pleasant colors during multimedia learning. Educational Research Review, 25, 100–119. doi.org/10.1016/j.edurev.2018.09.004
Brown, J. P. (2015). Complexities of digital technology use and the teaching and learning of function. Computers & Education, 87, 112-122. doi:10.1016/j.compedu.2015.03.022
Buckenmeyer, J. A. (2010). Beyond computers in the classroom: Factors related to technology adoption to enhance teaching and learning. Contemporary Issues in Education Research (CIER), 3(4), 27. doi:10.19030/cier.v3i4.194
Bullen, M., & Morgan, T. (2011). Digital learners not digital natives. In La Cuestión Universitaria, 7, 60-68. Canada: La Cuestión Universitaria.
Bynion, T., & Feldner, M. T. (2017). Self-Assessment Manikin. Encyclopedia of Personality and Individual Differences, 1-3. doi:10.1007/978-3-319-28099- 8_77-1
Çakmak, H. K., & Kühnapfel, U. (2000). Animation and simulation techniques for VR-Training systems in endoscopic surgery. Eurographics Computer Animation and Simulation 2000, 173-185. doi:10.1007/978-3-7091-6344-3_13
Cardinal, R. N., & Aitken, M. R. (2013). ANOVA for the behavioural sciences researcher. London: Routledge. doi:10.4324/9780203763933
Caspi, A., Daniel, M., & Kavé, G. (2018). Technology makes older adults feel older. Aging & Mental Health, 23(8), 1025–1030. doi.org/10.1080/13607863.2018.1479834
Castro, J. J. (2016). Radio in revolution: Wireless technology and state power in Mexico, 1897-1938. London, New York: University of Nebraska Press.
Chan, C. K. (2013). Use of animation in engaging teachers and students in assessment in Hong Kong higher education. Innovations in Education and Teaching International, 52(5), 474-484. doi:10.1080/14703297.2013.847795
Chang, E., Choi, J., Lee, S., Kwon, S., Yoo, J., Park, M., & Kim, J. (2017). 360- degree color hologram generation for real 3D objects. Applied Optics, 57(1), A91-A100. doi:10.1364/ao.57.000a91
Chaudhari, A., Lakhani, K., & Deulkar, K. (2015). Transforming the world using holograms. International Journal of Computer Applications, 130(1), 30-32. doi:10.5120/ijca2015906867
Chehlarova, T., & Chehlarova, K. (2020). Managing pepper’s ghost illusion using intelligent methods. 2020 IEEE 10th International Conference on Intelligent Systems (IS), 415–420. doi.org/10.1109/is48319.2020.9199846
Chen, L. L., Meng, Y., Yu, Z., Jia, F., Liu, Y., Ye, H., . . . Chen, M. M. (2017). Super multi-view autostereoscopic three-dimensional display system based on shutter parallax barriers with dynamic control. Imaging and Applied Optics 2017 (3D, AIO, COSI, IS, MATH, PcAOP). 14, 487-499. doi:10.1364/3d.2017.dtu3f.5
Chen, Z.-H., & Sheng-Chun, W. (2018). Representations of Animal Companions on Student Learning Perception: Static, Animated and Tangible. Journal of Educational Technology & Society, 21(2), 124–133.
Chiang, Y., & Tu, J. (2016). The influence of design strategy of peer learning on 3-D software learning. EURASIA Journal of Mathematics, Science and Technology Education, 12(5), 1263-1271. doi:10.12973/eurasia.2016.1511a
Chua, Y. P. (2006). Kaedah dan statistik penyelidikan Asas statistik penyelidikan: Buku 2. Kuala Lumpur, Malaysia: McGraw-Hill (Malaysia).
Chung, J., Park, N., Wang, H., Fulk, J., & McLaughlin, M. (2010). Age differences in perceptions of online community participation among non-users: An extension of the Technology Acceptance Model. Age Differences in Perceptions of Online Community Participation among Non-users: An Extension of the Technology Acceptance Model Author Links Open Overlay Panel, 26(6), 1674-1684. doi:10.1016/j.chb.2010.06.016
Çinici, A., Özden, M., Akgün, A., Herdem, K., Deniz, Ş. M., & Karabiber, H. L. (2014). Kavram karikatürleriyle desteklenmiş argümantasyon temelli uygulamalarin etkinliğinin incelenmesi. Adıyaman Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, (18), 571-596. doi:10.14520/adyusbd.839
Coakes, S. J. & Steed, I. (2007). SPSS version 14.0 for Windows: Analysis without Anguish. Milton, Canada: John Wiley & Sons.
Cohen, J. (1988). Statistical power analysis for the behavioral sciences (2nd ed.). Hillsdale, New Jersey: Erlbaum.
Conner, T. (2020). Pepper's ghost and the augmented reality of modernity. Journal of Science & Popular Culture, 3(1), 57–79. doi.org/10.1386/jspc_00012_1
Creighton, T. B. (2018). Digital Natives, Digital Immigrants, Digital Learners: An international empirical integrative review of the literature. Education Leadership Review, 19(1), 132-140
Cresswell, T. (2015). Place an introduction. Chicester: Wiley Blackwell.
Cvejic, Z., Filipovic, A., & Petrov, A. (2016). The crisis in the humanities. Transdisciplinary solutions. Newcastle upon Tyne, United Kingdom: Cambridge Scholars Publishing.
Czaja, S. J., Charness, N., Fisk, A. D., Hertzog, C., Nair, S. N., Rogers, W. A., & Sharit, J. (2006). Factors predicting the use of technology: Findings from the center for research and education on aging and technology enhancement (create). Psychology and Aging, 21(2), 333-352. doi:10.1037/0882- 7974.21.2.333
Damm, T., & Götze, H. (2009). Modern geodata management: Application of interdisciplinary interpretation and visualization in Central America. International Journal of Geophysics, 2009, 1-13. doi:10.1155/2009/878324
Daneels, R., Malliet, S., Koeman, J., & Ribbens, W. (2018). The enjoyment of shooting games: Exploring the role of perceived realism. Computers in Human Behavior, 86, 330-336. doi:10.1016/j.chb.2018.04.053
Daradkeh, M. (2019). Determinants of self-service analytics adoption intention. Journal of Organizational and End User Computing, 31(4), 19–45. doi.org/10.4018/joeuc.2019100102
Demartini, C., & Benussi, L. (2017). Do web 4.0 and industry 4.0 imply education X.0? IT Professional, 19(3), 4-7. doi:10.1109/mitp.2017.47
Desbiens, J. (2019). Quality requirements for fine art synthetic holograms. Applied Optical Metrology III, 111020. SPIE, San Diego, California, United States. doi:10.1117/12.2528475
Diew, J. (2018). Hatsune Miku Expo 2017 Malaysia. Retrieved from https://www.tech-critter.com/hatsune-miku-expo-2017-malaysia/
Dodgson, N. (2005). Autostereoscopic 3D displays. Computer, 38(8), 31-36. doi:10.1109/mc.2005.252
Ebermann, C., Piccinini, E., Brauer, B., Busse, S., & Kolbe, L. (2016). The Impact of Gamification-Induced Emotions on In-car IS Adoption -- The Difference between Digital Natives and Digital Immigrants. In 2016 49th Hawaii International Conference on System Sciences (HICSS) (pp. 1338-1347). Koloa, HI, United State Of America: IEEE. doi:10.1109/HICSS.2016.169
Elmorshidy, A. (2010). Holographic projection technology: The world is changing. Journal Of Telecommunications, 2(2), 104-112.
Esser, P., Haux, J., Milbich, T., & Ommer, B. (2019). Towards learning a realistic rendering of human behavior. Lecture Notes in Computer Science, 409–425. doi.org/10.1007/978-3-030-11012-3_32
Estriegana, R., Medina-Merodio, J., & Barchino, R. (2019). Student acceptance of virtual laboratory and practical work: An extension of the technology acceptance model. Computers & Education, 135, 1-14. doi:10.1016/j.compedu.2019.02.010
Fausset, C. B., Harley, L., Farmer, S., & Fain, B. (2013). Older adults’ perceptions and use of technology: A novel approach. Universal Access in Human- Computer Interaction. User and Context Diversity, 51-58. doi:10.1007/978-3- 642-39191-0_6
Fernández-Aguilar, L., Ricarte, J., Ros, L., & Latorre, J. M. (2018). Emotional differences in young and older adults: Films as Mood Induction Procedure. Frontiers in Psychology, 9. doi:10.3389/fpsyg.2018.01110
Figueiredo, M. J., Cardoso, P. J., Gonçalves, C. D., & Rodrigues, J. M. (2014). Augmented Reality and Holograms for the Visualization of Mechanical Engineering Parts. In 2014 18th International Conference on Information Visualisation(pp. 368-373). Paris, France: IEEE. doi:10.1109/IV.2014.17
Fincher, J. (2015). Tupac Shakur resurrected as ultra-realistic ‘hologram’ for live performance. Retrieved from https://newatlas.com/tupac-shakurhologram/ 22179/
Fisk, P. (2017). Education 4.0 ... the future of learning will be dramatically different, in school and throughout life. Retrieved from https://www.peterfisk.com/2017/01/future-education-young-everyone-taughttogether/
Fowler, R. (2013). Holographic shoe advertisements street ads. Retrieved from https://www.trendhunter.com/trends/street-ads
French, A. M., & Shim, J. P. (2016). The digital revolution: Internet of things, 5G and beyond. Communications of the Association for Information Systems, 38, 840- 850. doi:10.17705/1cais.03840
Fuadi, M. M., & Listyorini, T. (2018). 3D hologram introduction of solar system based on android. AIP Conference Proceedings, 1977(1), 030008-1-030008-8. doi:10.1063/1.5042928
Gafur, I., Zulfarina, & Yustina. (2019). Mixed reality application as a learning system of motion systems using pyramid hologram technology. Journal of Physics: Conference Series, 1351(1), 1-6. doi:10.1088/1742-6596/1351/1/012077
Ganotice, F. A., Datu, J. A., & King, R. B. (2016). Which emotional profiles exhibit the best learning outcomes? A person-centered analysis of students’ academic emotions. School Psychology International, 37(5), 498-518. doi:10.1177/0143034316660147
García-Magariño, I., Chittaro, L., & Plaza, I. (2018). Corrigendum to “Bodily sensation maps: Exploring a new direction for detecting emotions from user self-reported data” [International Journal of Human - Computer Studies (2018) 113, 32–47]. International Journal of Human-Computer Studies, 120, 125. doi:10.1016/j.ijhcs.2018.03.001
Geethanjali, B., Adalarasu, K., Hemapraba, A., Kumar, S. P., & Rajasekeran, R. (2017). Emotion analysis using SAM (Self-Assessment Manikin) scale. Biomedical Research 2017, (Special Issue), 18-24.
Geng, J. (2013). Three-dimensional display technologies. Advances in Optics and Photonics, 5(4), 456-535. doi:10.1364/aop.5.000456
Gerstein, J. (2014). Moving from education 1.0 through education 2.0 towards education 3.0. In Experiences in Self-Determined Learning. 83-98. CreateSpace Independent Publishing Platform.
Ghulamani, S., & Zareen, S. (2018). Educating students in remote areas using augmented reality. 2018 International Conference on Computing, Mathematics and Engineering Technologies (ICoMET), 1–6. doi.org/10.1109/icomet.2018.8346350
Githens, R. (2007). Older adults and e-learning: Opportunities and Barriers. Quarterly Review of Distance Education, 8(4), 329-338.
Goetz, T., Pekrun, R., Hall, N., & Haag, L. (2006). Academic emotions from a socialcognitive perspective: Antecedents and domain specificity of students' affect in the context of Latin instruction. British Journal of Educational Psychology, 76(2), 289-308. doi:10.1348/000709905x42860
Gohane, S., & Longadge, R. (2014). 3D holograph projection- Future of visual communication. IJCSN International Journal of Computer Science and Network, 3(1), 83-86.
Goodchild, T., & Speed, E. (2018). Technology enhanced learning as transformative innovation: A note on the enduring myth of TEL. Teaching in Higher Education, 24(8), 948-963. doi:10.1080/13562517.2018.1518900
Greenbaum, P. E., Turner, C., Cook, E. W., & Melamed, B. G. (1990). Dentists' voice control: Effects on children's disruptive and affective behavior. Health Psychology, 9(5), 546-558. doi:10.1037/0278-6133.9.5.546
Gribbons, B., & Herman, J. (1996). True and Quasi-Experimental Designs. Practical Assessment, Research, and Evaluation, 5, 1-3. doi:10.7275/fs4z-nb61
Grimm, M., & Kroschel, K. (2005). Evaluation of natural emotions using self assessment manikins. IEEE Workshop on Automatic Speech Recognition and Understanding, 2005, 381-385. doi:10.1109/asru.2005.1566530
Guga, J. (2015). Virtual Idol Hatsune Miku. International Conference on Arts and Technology,145, (pp.36-44). Springer, Cham. doi:10.1007/978-3-319-18836- 2_5
Guo, C., Shim, J., & Otondo, R. (2010). Social network services in China: An integrated model of centrality, trust, and technology acceptance. Journal of Global Information Technology Management, 13(2), 76-99. doi:10.1080/1097198x.2010.10856515
Gustafson, K. L., Branch, R. M., & Alpert, S. A. (1998). Survey of instructional development models, third edition. Performance Improvement, 37(5), 36-39. doi:10.1002/pfi.4140370509
Hackett, M. (2013). Medical holography for basic anatomy training. In Interservice/Industry Training, Simulation, and Education Conference (l/ITSEC) (pp. 1-10). Orlando, Florida: Army Research Lab.
Hackett, M., & Proctor, M. (2018). The effect of autostereoscopic holograms on anatomical knowledge: A randomised trial. Medical Education, 52(11), 1147– 1155. doi.org/10.1111/medu.13729
Hao, S., Dennen, V. P., & Mei, L. (2016). Influential factors for mobile learning acceptance among Chinese users. Educational Technology Research and Development, 65(1), 101-123. doi:10.1007/s11423-016-9465-2
Hauk, N., Hüffmeier, J., & Krumm, S. (2018). Ready to be a Silver Surfer? A metaanalysis on the relationship between chronological age and technology acceptance. Computers in Human Behavior, 84, 304-319. doi:10.1016/j.chb.2018.01.020
Hawthorn, D. (2007). Interface design and engagement with older people. Behaviour & Information Technology, 26(4), 333-341. doi:10.1080/01449290601176930
Heart, T., & Kalderon, E. (2013). Older adults: Are they ready to ADOPT Healthrelated ict? International Journal of Medical Informatics, 82(11). e209 -e23. doi:10.1016/j.ijmedinf.2011.03.002
Heidig, S., & Clarebout, G. (2011). Do pedagogical agents make a difference to student motivation and learning? Educational Research Review, 6(1), 27-54. doi:10.1016/j.edurev.2010.07.004
Heidig, S., Müller, J., & Reichelt, M. (2015). Emotional design in multimedia learning: Differentiation on relevant design features and their effects on emotions and learning. Computers in Human Behavior, 44, 81-95. doi:10.1016/j.chb.2014.11.009
Heinz, M., Martin, P., Margrett, J. A., Yearns, M., Franke, W., Yang, H., . . . Chang, C. K. (2012). Perceptions of technology among older adults. Journal of Gerontological Nursing, 39(1), 42-51. doi:10.3928/00989134-20121204-04
Henn, J. S., Lemole, G. M., Ferreira, M. A., Gonzalez, L. F., Schornak, M., Preul, M. C., & Spetzler, R. F. (2002). Interactive stereoscopic virtual reality: A new tool for neurosurgical education. Journal of Neurosurgery, 96(1), 144-149. doi:10.3171/jns.2002.96.1.0144
Hinderks, A., Schrepp, M., & Thomaschewski, J. (2018). UEQ – User Experience Questionnaire. Retrieved from https://www.ueq-online.org
Holliman, N., & Brown, R. (2017). Three-dimensional display systems. In 1047722439 800673528 J. Dakin (Ed.), Handbook of Optoelectronics: Enabling Technologies (Volume Two), 298-302. New York, London: CRC Press. doi:10.1201/9781315156996
Hong, J., Hwang, M., Hsu, H., Wong, W., & Chen, M. (2011). Applying the technology acceptance model in a study of the factors affecting usage of the Taiwan digital archives system. Computers & Education, 57(3), 2086-2094. doi:10.1016/j.compedu.2011.04.011
Hong, K., Yeom, J., Jang, C., Li, G., Hong, J., & Lee, B. (2014). Two-dimensional and three-dimensional transparent screens based on lens-array holographic optical elements. Optics Express, 22(12), 14363-14374. doi:10.1364/oe.22.014363
Hoogerheide, V., Loyens, S. M., & Gog, T. V. (2015). Learning from video modeling examples: Does gender matter? Instructional Science, 44(1), 69-86. doi:10.1007/s11251-015-9360-y
Hoogerheide, V., Wermeskerken, M. V., Nassau, H. V., & Gog, T. V. (2018). Modelobserver similarity and task-appropriateness in learning from video modeling examples: Do model and student gender affect test performance, self-efficacy, and perceived competence? Computers in Human Behavior, 89, 457-464. doi:10.1016/j.chb.2017.11.012
Huang, H., & Chen, C.-wei. (2019). Creating different learning experiences: Assessment of usability factors in an interactive three-dimensional holographic projection system for experiential learning. Universal Access in the Information Society, 18(3), 443–453. doi.org/10.1007/s10209-019-00671-0
Huang, R., Spector, J., & Junfeng, Y. (2019). Learner experiences with educational technology. Educational Technology, 91-105. Springer, Singapore. doi:10.1007/978-981-13-6643-7_6
Hwang, S.-J., & Nam, Y.-H. (2021). Seamless Viewing Control by User Movement Between Pyramid Sections in Desktop 3D Hologram Pyramid. The Journal of the Korea Contents Association, 21(3), 1–9.
Ismail, K., & Lokman Hakim, M. (2010). Pembangunan bahan E-Pembelajaran berasaskan Moodle bagi tajuk Ratios, Rates And Proportions 11 tingkatan tiga. Journal of Educational Science and Mathematics, 1, 35-43.
Itamiya, T., Iwai, T., & Kaneko, T. (2018). The holographic human for surgical navigation using Microsoft HoloLens. EPiC Series in Engineering, 1, 26-30. doi:10.29007/wjjx
Jelfs, A., & Richardson, J. T. (2012). The use of digital technologies across the adult life span in distance education. British Journal of Educational Technology, 44(2), 338-351. doi:10.1111/j.1467-8535.2012.01308.x
Jeong, K. (2018). Developing EFL learners' communicative competence through Multimedia-Assisted Language Learning. Journal of Theoretical and Applied Information Technology, 96(5), 1367-1376.
Johal, W., Castellano, G., Tanaka, F., & Okita, S. (2018). Robots for learning. International Journal of Social Robotics, 10(3), 293-294. doi:10.1007/s12369- 018-0481-8
Johnson, A. M., DiDonato, M. D., & Reisslein, M. (2013). Animated agents in k-12 engineering outreach: Preferred agent characteristics across age levels. Computers in Human Behavior, 29(4), 1807-1815. doi:10.1016/j.chb.2013.02.023
Johnson, A., Leigh, J., Morin, P., & Keken, P. V. (2006). GeoWall: Stereoscopic visualization for geoscience research and education. IEEE Computer Graphics and Applications, 26(6), 10-14. doi:10.1109/mcg.2006.127
Johnson, B. (2008). CNN goes crazy for election holograms. Retrieved from https://www.theguardian.com/technology/blog/2008/nov/05/uselections2008
Jones, A. C., & Bennett, R. J. (2015). The digital evolution of live music. Waltham, Massachusetts: Chandos Publishing an imprint of Elsevier.
Ju, M. (2011). Burberry hosts a Holographic fashion show In Beijing. Retrieved from https://www.vice.com/en/article/z4y854/burberry-hosts-a-holographic-fashionshow- in-beijing
Kadastik, J., Artla, T., & Schrepp, M. (2018). Your experience is important! The User Experience Questionnaire (UEQ) - Estonian version. In Rural Environment. Education. Personality. (REEP). Proceedings of the 11th International Scientific Conference (pp. 281-287). Jelgava: Latvia University of Life Sciences and Technologies. doi:10.22616/reep.2018.034
Kainz, O., Jakab, F., & Kardoš, S. (2013). The computer animation in education. In 2013 IEEE 11th International Conference on Emerging eLearning Technologies and Applications (ICETA) (pp. 201-206). Stara Lesna, Slovakia: IEEE. doi:10.1109/ICETA.2013.6674428
Kalansooriya, P., Marasinghe, A., & Bandara, K. (2015). Assessing the applicability of 3D holographic technology as an enhanced technology for distance learning. IAFOR Journal of Education, 3(SE), 43-57. doi:10.22492/ije.3.se.03
Kalolo, J. F. (2018). Digital revolution and its impact on education systems in developing countries. Education and Information Technologies, 24(1), 345-358. doi:10.1007/s10639-018-9778-3
Kang, L. (2019). Application Research of Holographic Image Technology in Commercial Space Design Teaching. In International Conference on Applications and Techniques in Cyber Security and Intelligence (pp. 823-829). Springer, Cham. doi:10.1007/978-3-030-25128-4_101
Karakhan, A., Xu, Y., Nnaji, C., & Alsaffar, O. (2018). Technology alternatives for workplace safety risk mitigation In Construction: Exploratory study. Advances in Informatics and Computing in Civil and Construction Engineering, 823–829. doi.org/10.1007/978-3-030-00220-6_99
Kelion, L. (2018). ‘Hologram’ lecturers to teach students at Imperial College London. Retrieved from https://www.bbc.com/news/technology-46060381
Kim, J., Kim, T., Lee, S., & Bovik, A. C. (2017). Quality assessment of perceptual crosstalk on Two-View Auto-Stereoscopic displays. IEEE Transactions on Image Processing, 26(10), 4885-4899. doi:10.1109/tip.2017.2717180
Kim, W.-H., & Chung, H.-W. (2020). A conceptual study of application of digital technology to OOH advertising: Focused on extended reality technology. Journal of Digital Contents Society, 21(2), 301–310. doi.org/10.9728/dcs.2020.21.2.301
Kim, Y., & Baylor, A. L. (2015). Research-Based design of pedagogical agent roles: A Review, Progress, and Recommendations. International Journal of Artificial Intelligence in Education, 26(1), 160-169. doi:10.1007/s40593-015-0055-y
Kim, Y., Baylor, A., & Shen, E. (2007). Pedagogical agents as learning companions: The impact of agent emotion and gender. Journal of Computer Assisted Learning, 23(3), 220-234. doi:10.1111/j.1365-2729.2006.00210.x
Kimmons, R., Clark, B., & Lim, M. (2017). Understanding web activity patterns among teachers, students and teacher candidates. Journal of Computer Assisted Learning, 33(6), 588–596. doi.org/10.1111/jcal.12202
Kirschner, P. A., & De Bruyckere, P. (2017). The myths of the digital native and the multitasker. Teaching and Teacher Education, 67, 135-142. doi:10.1016/j.tate.2017.06.001
Kiryakova, G., Angelova, N., & Yordanova, L. (2018). The Potential of Augmented Reality to Transform Education into Smart Education. TEM Journal, 7(3), 556– 565.
Kislov, D. (2019). Development of communication science, computer science and cybernetics in the 1940s – 1950s. History of Science and Technology, 9(2(15)), 186-196. doi:10.32703/2415-7422-2019-9-2(15)-186-196
Koohang, A. (1986). Effects of Age, gender, college status, and computer experience on attitudes toward Library Computer Systems (LCS). Library and Information Science Research, 8(4), 349-355.
Korn, O., Stamm, L., & Moeckel, G. (2017). Designing authentic emotions for nonhuman characters. A Study evaluating virtual affective behavior. In Proceedings of the 2017 Conference on Designing Interactive Systems(pp. 477-487). Edinburgh, United Kingdom: Association for Computing Machinery. doi:10.1145/3064663.3064755
Kramer, L. L., ter Stal, S., Mulder, B. C., de Vet, E., & van Velsen, L. (2020). Developing embodied conversational agents for coaching people in a healthy lifestyle: Scoping review. Journal of Medical Internet Research, 22(2), 1–11. doi.org/10.2196/14058
Kuerbis, A., Mulliken, A., Muench, F., A. Moore, A., & Gardner, D. (2017). Older adults and mobile technology: Factors that enhance and inhibit utilization in the context of Behavioral Health. Mental Health and Addiction Research, 2(2). doi.org/10.15761/mhar.1000136
Kukkonen, K., & Klimek, S. (2011). Metalepsis in popular culture. New York, United States: De Gruyter.
Kurup, V., & Hersey, D. (2013). The changing landscape of anesthesia education. Current Opinion in Anaesthesiology, 26(6), 726-731. doi:10.1097/aco.0000000000000004
Kuzu, A., Akbulut, Y., & Şahin, M. (2007). Application of multimedia design principles to visuals used in course-books: An evaluation tool. The Turkish Online Journal of Educational Technology – TOJET, 6(2), 8-14.
Kwon, K., Hanrahan, A. R., & Kupzyk, K. A. (2017). Emotional expressivity and emotion regulation: Relation to academic functioning among elementary school children. School Psychology Quarterly, 32(1), 75-88. doi:10.1037/spq0000166
Laugwitz, B., Held, T., & Schrepp, M. (2008). Construction and evaluation of a user experience questionnaire. Lecture Notes in Computer Science HCI and Usability for Education and Work, 84(8), 63-76. doi:10.1007/978-3-540-89350- 9_6
Laumer, S., & Eckhardt, A. (2012). Why do people reject technologies: A Review of user resistance theories. In Dwivedi Y., Wade M., Schneberger S. (eds) Information Systems Theory. Integrated Series in Information Systems, 28, 63- 86. New York, United State: Springer. doi:10.1007/978-1-4419-6108-2_4
Lee, H., & Kang, H. (2018). Study on stage hologram production for performing arts. Journal of Korea Game Society, 18(3), 79-86. doi:10.7583/JKGS.2018.18.3.79
Lee, S., Jo, Y., Yoo, D., Cho, J., Lee, D., & Lee, B. (2019). Tomographic near-eye displays. Nature Communications, 10(1), 1-10. doi:10.1038/s41467-019-10451- 2
Lei, H., & Cui, Y. (2016). Effects of academic emotions on achievement among mainland Chinese students: A Meta-Analysis. Social Behavior and Personality: An International Journal, 44(9), 1541-1553. doi:10.2224/sbp.2016.44.9.1541
Leiner, B. M., Cerf, V. G., Clark, D. D., Kahn, R. E., Kleinrock, L., Lynch, D. C., . . . Wolff, S. (2009). A brief history of the internet. ACM SIGCOMM Computer Communication Review, 39(5), 22-31. doi:10.1145/1629607.1629613
Leister, N., Schwerdtner, A., Fütterer, G., Buschbeck, S., Olaya, J., & Flon, S. (2008). Full-color interactive holographic projection system for large 3D scene reconstruction. Emerging Liquid Crystal Technologies III, 6911. doi:10.1117/12.761713
Lely, M. (2019). Pengujian 5G XL Axiata menggunakan teknologi hologram. Retrieved from https://www.tek.id/tek/pengujian-5g-xl-axiata-menggunakanteknologi- hologram-b1Xle9fpE
Liu, C., & Elms, P. (2019). Animating student engagement: The impacts of cartoon instructional videos on learning experience. Research in Learning Technology, 27, 1-31. doi:10.25304/rlt.v27.2124
Liu, Q., Wang, Y., Tang, Q., & Liu, Z. (2020). Do you feel the same as i do? Differences in virtual reality technology experience and acceptance between elderly adults and college students. Frontiers in Psychology, 11. doi.org/10.3389/fpsyg.2020.573673
Liu, S., Perry, P., Moore, C., & Warnaby, G. (2016). The standardization-localization dilemma of brand communications for luxury fashion retailers' internationalization into China. Journal of Business Research, 69(1), 357-364. doi:10.1016/j.jbusres.2015.08.008
Loera, J. A. (2008). Generational differences in acceptance of technology. Telemedicine and E-Health, 14(10), 1087-1090. doi:10.1089/tmj.2008.0028
López, H. (2020). Pedagogical agents as virtual tutors: Applications and future trends in intelligent tutoring systems and virtual learning environment. In Virtual Reality Designs,118-122. London, New York: CRC Press.
Luévano, E., Lara, E. L., & Castro, J. E. (2015). Use of telepresence and holographic projection mobile device for college degree level. Procedia Computer Science, 75, 339-347. doi:10.1016/j.procs.2015.12.256
Luévano, L., Lara, E. L., & Quintero, H. (2019). Professor avatar holographic telepresence model. Holographic Materials and Applications. doi:10.5772/intechopen.85528
Macdorman, K. F., Green, R. D., Ho, C., & Koch, C. T. (2009). Too real for comfort? Uncanny responses to computer generated faces. Computers in Human Behavior, 25(3), 695-710. doi:10.1016/j.chb.2008.12.026
Macedo, I. M. (2017). Predicting the acceptance and use of information and communication technology by older adults: An empirical examination of the revised utaut2. Computers in Human Behavior, 75, 935-948. doi:10.1016/j.chb.2017.06.013
Mailizar, M., & Fan, L. (2019). Indonesian teachers’ knowledge of ICT and the use of ICT in secondary mathematics teaching. EURASIA Journal of Mathematics, Science and Technology Education, 16(1), 1-13. doi:10.29333/ejmste/110352
Malhotra, R., & Verma, N. (2020). An impact of using multimedia presentations on engineering education. Procedia Computer Science, 172, 71–76. doi.org/10.1016/j.procs.2020.05.011
Mannheim, I., Schwartz, E., Xi, W., Buttigieg, S. C., McDonnell-Naughton, M., Wouters, E. J., & Van Zaalen, Y. (2019). Inclusion of older adults in the research and design of digital technology. International Journal of Environmental Research and Public Health, 16(19), 1-17. doi:10.3390/ijerph16193718
Marsh, C. (2016). We attended the hatsune miku expo to find out if a hologram pop star could be human. Retrieved from https://www.vice.com/en/article/ae87yb/hatsune-miku-expo-feature
Martha, A. S., & Santoso, H. (2019). The design and impact of the Pedagogical Agent: A systematic literature review. The Journal of Educators Online, 16(1). doi:10.9743/jeo.2019.16.1.8
Matsui, T., & Yamada, S. (2019). The design method of the Virtual teacher. Proceedings of the 7th International Conference on Human-Agent Interaction, 97–101. doi.org/10.1145/3349537.3351906
Mcdonnell, R., Breidt, M., & Bülthoff, H. H. (2012). Render me real? ACM Transactions on Graphics, 31(4), 1-11. doi:10.1145/2185520.2185587
McFarlane, A. E. (2019). Devices and desires: Competing visions of a good education in the digital age. British Journal of Educational Technology, 50(3), 1125– 1136. doi.org/10.1111/bjet.12764
Mcintire, J. P., Havig, P. R., & Geiselman, E. E. (2012). What is 3D good for? A review of human performance on stereoscopic 3D displays. Head- and Helmet- Mounted Displays XVII; and Display Technologies and Applications for Defense, Security, and Avionics VI, 8383, (pp.1-13). Baltimore, Maryland, United States: SPIE. doi:10.1117/12.920017
McKenney, S. E., & Reeves, T. C. (2019). Conducting educational design research. Abingdon. Oxon, London: Routledge. doi:10.4324/9781315105642
McKnight, K., O'Malley, K., Ruzic, R., Horsley, M. K., Franey, J. J., & Bassett, K. (2016). Teaching in a digital age: How educators use technology to improve student learning. Journal of Research on Technology in Education, 48(3), 194- 211. doi:10.1080/15391523.2016.1175856
McLean, H. (2015). 3D holographic platform hits kickstarter. Retrieved from http://smartchimps.com/developers/3d-holographic-platform-hits-kickstarter/
Mcleod, K. (2015). Living in the immaterial world: Holograms and spirituality in recent popular music. Popular Music and Society, 39(5), 501-515. doi:10.1080/03007766.2015.1065624
Mcwilliam, E. (2009). Teaching for creativity: From sage to guide to meddler. Asia Pacific Journal of Education, 29(3), 281-293. doi:10.1080/02188790903092787
Mega, C., Ronconi, L., & Beni, R. D. (2014). What makes a good student? How emotions, self-regulated learning, and motivation contribute to academic achievement. Journal of Educational Psychology, 106(1), 121-131. doi:10.1037/a0033546
Melhart, D., Sfikas, K., Giannakakis, G., Yannakakis, G. N., & Liapis, A. (2018). A study on affect model validity: nominal vs ordinal labels. Journal of Machine Learning Research, 86, 1-8.
Mercado, J., Espinosa-Curiel, I., Escobedo, L., & Tentori, M. (2018). Developing and evaluating a BCI video game for neurofeedback training: The case of autism. Multimedia Tools and Applications, 78(10), 13675-13712. doi:10.1007/s11042-018-6916-2
Merzlikina, G. S., & Kozhanova, T. E. (2020). Stategic change management of the industrial enterprise in the conditions of digitalization. Proceedings of the III International Scientific and Practical Conference "Digital Economy and Finances" (ISPC-DEF 2020), 137, 99–103. doi.org/10.2991/aebmr.k.200423.021
Mikhailov.V.,(2019, Julai 24). Criteria of holography [researchgate]
Mikos, L. (2019). Television as transitional medium. International Journal of Film and Media Arts, 4(1), 6-13. doi:10.24140/ijfma.v4.n1.01
Mills, G. E., & Gay, L. R. (2019). Educational research: Competencies for analysis and applications. New York, London: Pearson.
Mishra, S. (2017). Hologram the future of medicine – from star wars to clinical imaging. Indian Heart Journal, 69(4), 566–567. doi.org/10.1016/j.ihj.2017.07.017
Mitzner, T. L., Savla, J., Boot, W. R., Sharit, J., Charness, N., Czaja, S. J., & Rogers, W. A. (2018). Technology adoption by older adults: Findings from the prism trial. The Gerontologist, 59(1), 34-44. doi:10.1093/geront/gny113
Mohd Najib, H. & Ahmad Zamzuri, M.A. (2014). Kesan tahap realistik karakter animasi talking-head ke atas emosi dan prestasi pelajar: Satu kajian awal. Jurnal Teknologi Maklumat Dan Multimedia Asia-Pasifik, 3(2), 13-25.
Mohd Najib, H., & Ahmad Zamzuri, M. (2015). User satisfaction of non-realistic three-dimensional talking-head animation courseware (3D-NR). International Journal of E-Education, E-Business, E-Management and E-Learning, 5(1), 23- 30. doi:10.17706/ijeeee.2015.5.1.23-30
Mohd Najib, H., & Ahmad Zamzuri, M.A. (2016). The effects of talking-head with various realism levels on students’ emotions in learning. Journal of Educational Computing Research, 55(3), 429-443. doi:10.1177/0735633116672057
Mohd Najib, H., Ahmad Zamzuri, M., & Anuar, H. (2015). The effects of realism level of talking-head animated character on students' pronunciation learning. In 2015 International Conference on Science in Information Technology (ICSITech) (pp. 58-62). Yogyakarta, Indonesia: IEEE. doi:10.1109/ICSITech.2015.7407777
Monnier, C., Syssau, A., Blanc, N., & Brechet, C. (2016). Assessing the effectiveness of drawing an autobiographical memory as a mood induction procedure in children. The Journal of Positive Psychology, 13(2), 174-180. doi:10.1080/17439760.2016.1257048
Moorthy, A. K., Su, C., Mittal, A., & Bovik, A. C. (2013). Subjective evaluation of stereoscopic image quality. Signal Processing: Image Communication, 28(8), 870-883. doi:10.1016/j.image.2012.08.004
Mori, M. (1970). Bukimi no tani (The Uncanny Valley). Energy, 7(4), 33-35.
Mori, M., Macdorman, K., & Kageki, N. (2012). The Uncanny Valley [From the Field]. IEEE Robotics & Automation Magazine, 19(2), 98-100. doi:10.1109/mra.2012.2192811
Morris, J. (1995). Observations: SAM: The Self-Assessment Manikin; an efficient cross-cultural measurement of emotional response. Journal of Advertising Research, 35(6), 63-68.
Mousas, C., Anastasiou, D., & Spantidi, O. (2018). The effects of appearance and motion of virtual characters on emotional reactivity. Computers in Human Behavior, 86, 99-108. doi:10.1016/j.chb.2018.04.036
Mulawarman, M., & Nurfitri, A. D. (2017). Perilaku pengguna media sosial beserta implikasinya ditinjau dari perspektif psikologi sosial terapan. Buletin Psikologi, 25(1), 36-44. doi:10.22146/buletinpsikologi.22759
Munn, P., & Drever, E. (1999). Using questionnaires in small-scale research: A teacher's guide. Edinburgh, Scotland: Scottish Council for Research in Education.
Muñoz, K., Noguez, J., Neri, L., Kevitt, P., & Lunney, T. (2016). A computational model of learners achievement emotions using control-value theory. Educational Technology & Society, 19(2), 42-56.
Nofal, E., Stevens, R., Coomans, T., & Moere, A. V. (2018). Communicating the spatiotemporal transformation of architectural heritage via an in-situ projection mapping installation. Digital Applications in Archaeology and Cultural Heritage, 11, 1-5. doi:10.1016/j.daach.2018.e00083
Nurul Maziah, M., & Noor Dayana, A. (2016). A review of application of 3D hologram in education: A meta-analysis. In 2016 IEEE 8th International Conference on Engineering Education (ICEED) (pp. 257-260). Kuala Lumpur, Malaysia: IEEE. doi:10.1109/ICEED.2016.7856083
O'connell, I., & Rock, J. (2012). U.S. Patent No. 8,328,361. Washington, DC: U.S. Patent and Trademark Office.
Ong, S. (2017). Turning holograms into money. Beginning Windows Mixed Reality Programming, 195–200. doi.org/10.1007/978-1-4842-2769-5_9
Orcos, L., Jordán, C., & Magreñán, A. (2019). 3D visualization through the hologram for the learning of area and volume concepts. Mathematics, 7(3), 247-270. doi:10.3390/math7030247
Oztekin, A., Delen, D., Turkyilmaz, A., & Zaim, S. (2013). A machine learning-based usability evaluation method for elearning systems. Decision Support Systems, 56, 63-73. doi:10.1016/j.dss.2013.05.003
Palfrey, J., & Gasser, U. (2016). Born digital: Understanding the first generation of digital natives. New York, United State Of America: Basic Books.
Pallant, J. (2007). SPSS survival manual: A step by step guide to data analysis using SPSS for Windows (Version 10). Maidenhead, England: Open University Press.
Pallant, J. (2010). SPSS survival manual: A step-by-step guide to data analysis using the SPSS Program (4th ed.). New York, United State Of America: McGraw Hill.
Paredes, S. G., & Vázquez, N. R. (2019). My Teacher is a Hologram: Measuring innovative STEM learning experiences. In 2019 IEEE Integrated STEM Education Conference (ISEC) (pp. 332–337). IEEE.
Paredes, S., & Vázquez, N. (2019). My Teacher is a Hologram: Measuring innovative STEM learning experiences. In 2019 IEEE Integrated STEM Education Conference (ISEC) (pp. 332-337). Princeton, New Jersey: IEEE. doi:10.1109/ISECon.2019.8882042
Park, S. (2015). The effects of social cue principles on cognitive load, situational interest, motivation, and achievement in pedagogical agent multimedia learning. Educational Technology & Society, 18(4), 211-229.
Parsons, D., Wood, K., & Gasson, J. (2019). Development of a Self-Reporting Tool for Capturing Student Emotions During Programming Activities. In Proceedings of the Twenty-First Australasian Computing Education Conference(pp. 64-68). New York, United State Of America: Association for Computing Machinery. doi:10.1145/3286960.3286968
Pekrun, R. (2006). The control-value theory of achievement emotions: Assumptions, corollaries, and implications for educational research and practice. Educational Psychology Review, 18(4), 315-341. doi:10.1007/s10648-006-9029-9
Pekrun, R. (2017). Achievement emotions: A control-value theory perspective. In Emotion in Late Modernity, 142-157. London, New York: Routledge.
Pekrun, R., & Linnenbrink-Garcia, L. (2012). Academic emotions and student engagement. Handbook of Research on Student Engagement, 259-282. doi:10.1007/978-1-4614-2018-7_12
Pekrun, R., & Perry, R. P. (2014). Control-value theory of achievement emotions. In R. Pekrun & L. Linnenbrink-Garcia (Eds.), Educational psychology handbook series. International handbook of emotions in education (pp. 120–141). Routledge/Taylor & Francis Group.
Pekrun, R., Frenzel, A., Goetz, T., & Perry, R. (2007). The control-value theory of achievement emotions: An integrative approach to emotions in education. P. A. Schutz & R. Pekrun (Eds.), Educational psychology series. Emotion in education, 13-36. Elsevier Academic Press. doi:10.1016/B978-012372545- 5/50003-4
Pekrun, R., Goetz, T., Frenzel, A. C., Barchfeld, P., & Perry, R. P. (2011). Measuring emotions in students’ learning and performance: The achievement emotions questionnaire (AEQ). Contemporary Educational Psychology, 36(1), 36-48. doi:10.1016/j.cedpsych.2010.10.002
Pekrun, R., Goetz, T., Titz, W., & Perry, R. P. (2002). Academic emotions in students' self-regulated learning and achievement: A program of qualitative and quantitative research. Educational Psychologist, 37(2), 91-105. doi:10.1207/s15326985ep3702_4
Pekrun, R., Goetz, T., Titz, W., & Perry, R. P. (2002). Positive emotions in education. Beyond Coping, 149-173. doi:10.1093/med:psych/9780198508144.003.0008
Petkov, E. G. (2010). Educational virtual reality through a multiview autostereoscopic 3D display. Innovations in Computing Sciences and Software Engineering, 505- 508. doi:10.1007/978-90-481-9112-3_86
Petrovica, S., Anohina-Naumeca, A., & Ekenel, H. K. (2017). Emotion recognition in affective tutoring Systems: Collection of ground-truth data. Procedia Computer Science, 104, 437-444. doi:10.1016/j.procs.2017.01.157
Pishghadam, R., Zabetipour, M., & Aminzadeh, A. (2016). Examining emotions in English language learning classes: A case of EFL emotions. Educational Research, 26(3), 508-527.
Plass, J. L., & Kaplan, U. (2016). Emotional design in digital media for learning. Emotions, Technology, Design, and Learning, 131-161. doi:10.1016/b978-0-12- 801856-9.00007-4
Pohlt, C., Haubner, F., Lang, J., Rochholz, S., Schlegl, T., & Wachsmuth, S. (2018). Effects on User Experience During Human-Robot Collaboration in Industrial Scenarios. In 2018 IEEE International Conference on Systems, Man, and Cybernetics (SMC) (pp. 837-842). Miyazaki, Japan: IEEE. doi:10.1109/SMC.2018.00150
Portz, J. D., Bayliss, E. A., Bull, S., Boxer, R. S., Bekelman, D. B., Gleason, K., & Czaja, S. (2019). Using the technology acceptance model to explore user experience, intent to use, and use behavior of a patient portal among older adults with multiple chronic conditions: Descriptive qualitative study. Journal of Medical Internet Research, 21(4), e11604–e11604. doi.org/10.2196/11604
Prensky, M. (2001). Digital Natives, Digital Immigrants Part 1. On the Horizon, 9(5), 1-6. doi:10.1108/10748120110424816
Prensky, M. (2012). Digital Natives, Digital Immigrants. From Digital Natives to Digital Wisdom: Hopeful Essays for 21st Century Learning, 67-85. Thousand Oaks, CA: Corwin Press. doi:10.4135/9781483387765.n6
Pyeongho, C., Yoonhee, C., Misoo, P., & Seunghyun, L. (2019). Non-glasses Stereoscopic 3D floating hologram system using polarization technique. International Journal of Advanced Smart Convergence, 8(1), 18-23. doi:10.7236/IJASC.2019.8.1.18
Raccanello, D., Brondino, M., Moè, A., Stupnisky, R., & Lichtenfeld, S. (2018). Enjoyment, Boredom, Anxiety in elementary schools in two domains: Relations with achievement. The Journal of Experimental Education, 87(3), 449-469. doi:10.1080/00220973.2018.1448747
Rahimi, B., Nadri, H., Lotfnezhad Afshar, H., & Timpka, T. (2018). A systematic review of the Technology Acceptance Model in health informatics. Applied Clinical Informatics, 09(03), 604–634. doi.org/10.1055/s-0038-1668091
Rajiani, I., & Ismail, N. (2019). Management innovation in balancing technology innovation to harness universities performance in the era of community 4.0. Polish Journal of Management Studies, 19(1), 309–321. doi.org/10.17512/pjms.2019.19.1.24
Raker, J. R., Gibbons, R. E., & Arellano, D. C. (2018). Development and evaluation of the organic chemistry-specific achievement emotions questionnaire (AEQOCHEM). Journal of Research in Science Teaching, 56(2), 163-183. doi:10.1002/tea.21474
Ramachandiran, C. R., Chong, M. M., & Subramanian, P. (2019). 3D hologram in futuristic classroom: A review. Periodicals of Engineering and Natural Sciences (PEN), 7(2), 580-586. doi:10.21533/pen.v7i2.441
Randall, B. (2013). The 10 weirdest holograms. Retrieved from https://www.dazeddigital.com/artsandculture/article/16975/1/the-10-weirdestholograms
Ratajczyk, D. (2019). Uncanny valley in video games: An overview. Homo Ludens, (1 (12), 135–148. doi.org/10.14746/hl.2019.12.7
Reichelt, S., Haussler, R., Leister, N., Futterer, G., Stolle, H., & Schwerdtner, A. (2010). Holographic 3-D Displays - Electro-holography within the grasp of commercialization. Advances in Lasers and Electro Optics. 683-710. doi:10.5772/8650
Reiser, R. A. (2001). A history of instructional design and technology: Part II: A history of instructional design. Educational Technology Research and Development, 49(2), 57-67. doi:10.1007/bf02504928
Ring, L., Utami, D., & Bickmore, T. (2014). The right agent for the job?. International Conference on Intelligent Virtual Agents, 8637 (pp.374-384). Springer, Cham. doi:10.1007/978-3-319-09767-1_49
Rojas, G. M., Gálvez, M., Potler, N. V., Craddock, R. C., Margulies, D. S., Castellanos, F. X., & Milham, M. P. (2014). Stereoscopic three-dimensional visualization applied to multimodal brain images: Clinical applications and a functional connectivity atlas. Frontiers in Neuroscience, 8, 1-14. doi:10.3389/fnins.2014.00328
Rose Khairunnisa, R., & Azlina, A. (2017). 3D spatial visualisation skills training application for school students using hologram pyramid. JOIV : International Journal on Informatics Visualization, 1(4), 170-174. doi:10.30630/joiv.1.4.61
Rosen, D., & Nesic, O. (2021). A novel approach to design 3D models in medical education. Medical Science Educator, 31(2), 317–318. doi.org/10.1007/s40670- 021-01262-6
Rovai, A. P., Baker, J. D., & Ponton, M. K. (2014). Social science research design and statistics: A practitioner's guide to research methods and IBM SPSS analysis. Chesapeake, VA: Watertree Press.
Roxas, J. C., Richards, D., Bilgin, A., & Hanna, N. (2017). Exploring the influence of a human-like dancing virtual character on the evocation of human emotion. Behaviour & Information Technology, 37(1), 1-15. doi:10.1080/0144929x.2017.1386714
Russell, J. A., & Mehrabian, A. (1977). Evidence for a three-factor theory of emotions. Journal of Research in Personality, 11(3), 273-294. doi:10.1016/0092-6566(77)90037-x
Sang, M. S. (2009). Literatur dan kaedah penyelidikan. Selangor, Malaysia: Penerbitan Multimedia
Sang, X., Gao, X., Yu, X., Xing, S., Li, Y., & Wu, Y. (2018). Interactive floating fullparallax digital Three-dimensional light-field display based on wavefront recomposing. Optics Express, 26(7), 8883–8889. doi.org/10.1364/oe.26.008883
Sanner-Stiehr, E. (2017). Can’t We All Just Get Along? A Dual-Theory Approach to Understanding and Managing the Multigenerational Workplace. Journal Of Organizational Psychology, 17(2), 103-110.
Santoso, H., Schrepp, M., Isal, R., Utomo, A., & Priyogi, B. (2016). Measuring user experience of the student- centered e-Learning environment. Journal of Educators Online, 13(1), 58-79.
Sarah Qahtan, M., Puteri, S., Ramlan, M., & Rahmita Wirza, O. (2017). 3D holographic rendering for medical images using manipulates lighting in a 3D pyramid display. Journal of Advanced Science and Engineering Research, 7(1), 14-26.
Sary, S., Tarigan, S., & Situmorang, M. (2018). Development of innovative learning material with multimedia to increase student achievement and motivation in teaching acid base titration. Proceedings of the 3rd Annual International Seminar on Transformative Education and Educational Leadership (AISTEEL 2018), 422-425. Atlantis Press. doi:10.2991/aisteel-18.2018.91
Sauer, J., Hein, A., Muenzberg, A., & Roesch, N. (2019). Simplify testing of mobile medical applications by using timestamps for remote, automated evaluation. 2019 International Conference on Wireless and Mobile Computing, Networking and Communications (WiMob)(pp.203-206). Barcelona, Spain. doi:10.1109/wimob.2019.8923241
Savithri, A. (2019). Menanti teknologi hologram ala Star Wars di era 5G. Retrieved from https://www.cnnindonesia.com/teknologi/20190823153440-213- 424120/menanti-teknologi-hologram-ala-star-wars-di-era-5g/4
Scherer, R., Siddiq, F., & Tondeur, J. (2020). All the same or different? revisiting measures of Teachers' Technology Acceptance. Computers & Education, 143, 103656–103673. doi.org/10.1016/j.compedu.2019.103656
Schindler, S., Zell, E., Botsch, M., & Kissler, J. (2017). Differential effects of facerealism and emotion on event-related brain potentials and their implications for the uncanny valley theory. Scientific Reports, 7(1), 1-13. doi:10.1038/srep45003
Schrepp, M. (2015). User Experience Questionnaire Handbook. Researchgate. doi:10.1159/000124297
Schrepp, M., Hinderks, A., & Thomaschewski, J. (2014). Applying the user experience questionnaire (UEQ) in different evaluation scenarios. International Conference of Design, User Experience, and Usability ,8517(pp.383-392). Springer, Cham. doi:10.1007/978-3-319-07668-3_37
Schroeder, N. L., & Traxler, A. L. (2017). Humanizing instructional videos in physics: When less is more. Journal of Science Education and Technology, 26(3), 269-278. doi:10.1007/s10956-016-9677-6
Schroeder, N., & Adesope, O. (2015). Impacts of pedagogical agent gender in an accessible learning environment. Educational Technology & Society, 18(4), 401-411.
Schwind, V., Wolf, K., & Henze, N. (2018). Avoiding the uncanny valley in virtual character design. Interactions, 25(5), 45–49. doi.org/10.1145/3236673
Shachak, A., Kuziemsky, C., & Petersen, C. (2019). Beyond Tam and utaut: Future directions for hit implementation research. Journal of Biomedical Informatics, 100, 103315. doi.org/10.1016/j.jbi.2019.103315
Shih, P.-H., Yang, K.-C., & Yang, C. (2018). The link between state-of-mind and individuals’ willingness to adopt and continue using smartphones. Kybernetes, 47(3), 539–558. doi.org/10.1108/k-12-2016-0354
Shin, M., Kim, S. J., & Biocca, F. (2019). The uncanny valley: No need for any further judgments when an avatar looks eerie. Computers in Human Behavior, 94, 100-109. doi:10.1016/j.chb.2019.01.016
Siahaan, A. P., Simarmata, J., Nasution, M. D., Manurung, R. T., Lubis, M. A., Kurniasih, N., . . . Rahim, R. (2018). Prototype application multimedia learning for teaching basic English. International Journal of Engineering & Technology, 7(2), 264-266. doi:10.31227/osf.io/zp5fj
Sierra Rativa, A., Vasquez, C. C., Martinez, F., Orejuela Ramirez, W., Postma, M., & van Zaanen, M. (2021). The effectiveness of a robot animal as a virtual instructor. Robotics in Education, 329–338. doi.org/10.1007/978-3-030-67411- 3_30
Siti Hajar, H. (2019). Technological advancements in education 4.0. The Online Journal of Distance Education and E-Learning, 7(1), 63-69.
Siti Hajar, Z. (2013). Beban tugas guru mempengaruhi penggunaan sumber teknologi pendidikan di empat buah Sekolah Menengah Teknik dan Vokasional di Johor (Master dissertation). Retrieved from UTHM eprint library (LB2801)
Slinger, C., Cameron, C., & Stanley, M. (2005). Computer-generated holography as a generic display technology. Computer, 38(8), 46-53. doi:10.1109/mc.2005.260
Srivastava, P. (2019). Advantages & Disadvantages of E-Education & E-Learning. Journal of Retail Marketing & Distribution Management, 2(3), 22–27.
Staddon, R. V. (2020). Bringing technology to the mature classroom: Age differences in use and attitudes. International Journal of Educational Technology in Higher Education, 17(1). doi.org/10.1186/s41239-020-00184-4
Starkey-Perret, R., Deledalle, A., Jeoffrion, C., & Rowe, C. (2017). Measuring the impact of teaching approaches on achievement-related emotions: The use of the Achievement Emotions Questionnaire. British Journal of Educational Psychology, 88(3), 446-464. doi:10.1111/bjep.12193
Strong, C., & Lebrun, B. (2015). Death and the rock star. Farnham, Surrey: Ashgate. doi:10.4324/9781315575940
Su, Y., Cai, Z., Liu, Q., Lu, Y., Guo, P., Shi, L., & Wu, J. (2018). Autostereoscopic three-dimensional display by combining a single spatial light modulator and a zero-order Nulled grating. Optical Review, 25(2), 254–263. doi.org/10.1007/s10043-018-0415-6
Sundqvist, P., & Nilsson, T. (2016). Technology education in preschool: Providing opportunities for children to use artifacts and to create. International Journal of Technology and Design Education, 28(1), 29-51. doi:10.1007/s10798-016- 9375-y
Supratman, L. P. (2018). Penggunaan media sosial oleh Digital Native. Jurnal Ilmu Komunikasi, 15(1), 47-60. doi:10.24002/jik.v15i1.1243
Tacken, M., Marcellini, F., Mollenkopf, H., Ruoppila, I., & Széman, Z. (2005). Use and acceptance of new technology by older people. Findings of the international MOBILATE survey: ‘Enhancing mobility in later life ’. Gerontechnology, 3(3), 126-137. doi:10.4017/gt.2005.03.03.002.00
Taherdoost, H. (2018). A review of technology acceptance and adoption models and theories. Procedia Manufacturing, 22, 960-967. doi:0.1016/j.promfg.2018.03.137
Takatalo, J., Kawai, T., Kaistinen, J., Nyman, G., & Häkkinen, J. (2011). User experience in 3D Stereoscopic Games. Media Psychology, 14(4), 387-414. doi:10.1080/15213269.2011.620538
Tam, W. J., Speranza, F., Yano, S., Shimono, K., & Ono, H. (2011). Stereoscopic 3DTV: Visual Comfort. IEEE Transactions on Broadcasting, 57(2), 335-346. doi:10.1109/tbc.2011.2125070
Tan, S. Y., Al-Jumeily, D., Mustafina, J., Hussain, A., Broderick, A., & Forsyth, H. (2018). Rethinking our education to face the new industry era. EDULEARN18 Proceedings, 6562-6571. doi:10.21125/edulearn.2018.1564
Tan, T. (2017). 4 things to expect AT Hatsune Miku's first Live hologram concert In M'sia. Retrieved from https://vulcanpost.com/621687/what-to-expect-hatsunemiku- expo-concert-kl/
Tarhini, A., Hone, K., Liu, X., & Tarhini, T. (2016). Examining the moderating effect of individual-level cultural values on users’ acceptance of e-learning in developing countries: A structural equation modeling of an extended technology acceptance model. Interactive Learning Environments, 25(3), 306–328. doi.org/10.1080/10494820.2015.1122635
Than, M. H., Pham, M. M., & Pham, H. T.-T. (2019). Pyramid hologram in projecting medical images. IFMBE Proceedings, 421–426. doi.org/10.1007/978-981-13- 5859-3_74
Timmermann, S. (1998). The role of information technology in older adult learning. New Directions for Adult and Continuing Education, 1998(77), 61-71. doi:10.1002/ace.7706
Tinwell, A., Grimshaw, M., Nabi, D. A., & Williams, A. (2011). Facial expression of emotion and perception of the Uncanny Valley in virtual characters. Computers in Human Behavior, 27(2), 741-749. doi:10.1016/j.chb.2010.10.018
Tinwell, A., Nabi, D. A., & Charlton, J. P. (2013). Perception of psychopathy and the Uncanny Valley in virtual characters. Computers in Human Behavior, 29(4), 1617-1625. doi:10.1016/j.chb.2013.01.008
Tiro, D., Poturiović, A., & Buzadjija, N. (2015). The possibility of the hologram pyramid applying in the rapid prototyping. In 2015 4th Mediterranean Conference on Embedded Computing (MECO)(pp.25-30). Budva, Montenegro: IEEE. doi:10.1109/meco.2015.7181907
Tsai, T., Chang, H., & Ho, Y. (2016). Perceptions of a specific family communication application among grandparents and grandchildren: An extension of the technology acceptance model. Plos One, 11(6), 1-23. doi:10.1371/journal.pone.0156680
Turan, B. (2014). Smart board in mathematics education, the use of cartoon characters ı̇mpact on student success. Procedia - Social and Behavioral Sciences, 143, 809-815. doi:10.1016/j.sbspro.2014.07.481
Valk, C. A. L., Lu, Y., Randriambelonoro, M., & Jessen, J. (2018). Designing for technology acceptance of wearable and mobile technologies for senior citizen users. In Academic Design Management Conference Proceedings (ADMC 2018) (pp. 1361-1373). London, United Kingdom.
Vaportzis, E., Giatsi Clausen, M., & Gow, A. J. (2017). Older adults perceptions of technology and barriers to interacting with tablet computers: A focus group study. Frontiers in Psychology, 8, 1687–1698. doi.org/10.3389/fpsyg.2017.01687
Walker, R. A. (2013). Holograms as teaching agents. Journal of Physics: Conference Series, 415(1), 1-5. doi:10.1088/1742-6596/415/1/012076
Wang, Q., Woo, H. L., Quek, C. L., Yang, Y., & Liu, M. (2011). Using the facebook group as a learning management system: An exploratory study. British Journal of Educational Technology, 43(3), 428-438. doi:10.1111/j.1467- 8535.2011.01195.x
Wang, S.-L., Hou, Y.-T., & Kankham, S. (2019). Behavior modality of internet technology on reliability analysis and trust perception for international purchase behavior. Symmetry, 11(8), 283–296. doi.org/10.3390/sym11080989
Watson, W. R., Watson, S. L., & Reigeluth, C. M. (2013). Education 3.0: Breaking the mold with technology. Interactive Learning Environments, 23(3), 332-343. doi:10.1080/10494820.2013.764322
Weidlich, J., & Bastiaens, T. J. (2018). Technology matters – the impact of transactional distance on satisfaction in online distance learning. The International Review of Research in Open and Distributed Learning, 19(3), 222-242. doi:10.19173/irrodl.v19i3.3417
Wellnhammer, N., Dolata, M., Steigler, S., & Schwabe, G. (2020). Studying with the help of Digital Tutors: Design Aspects of conversational agents that influence the learning process. Proceedings of the 53rd Hawaii International Conference on System Sciences, 146–155. doi.org/10.24251/hicss.2020.019
Widyastuti, E., & Susiana. (2019). Using the ADDIE model to develop learning material for actuarial mathematics. Journal of Physics: Conference Series, 1188, 1-8. doi:10.1088/1742-6596/1188/1/012052
Wójcik, M. (2018). Holograms in libraries – the potential for education, promotion and services. Library Hi Tech, 36(1), 18-28. doi:10.1108/lht-11-2016-0142
Worley, K. (2011). Educating college students of the net generation. Adult Learning, 22(3), 31-39. doi:10.1177/104515951102200305
Yamada, S., Kakue, T., Shimobaba, T., & Ito, T. (2018). Interactive holographic display based on finger gestures. Scientific Reports, 8(1), 1-7. doi:10.1038/s41598-018-20454-6
Yang, L., Dong, H., Alelaiwi, A., & Saddik, A. E. (2015). See in 3D: State of the art of 3D display technologies. Multimedia Tools and Applications, 75(24), 17121- 17155. doi:10.1007/s11042-015-2981-y
Yaraş, F., Kang, H., & Onural, L. (2010). State of the art in holographic displays: A Survey. Journal of Display Technology, 6(10), 443-454. doi:10.1109/jdt.2010.2045734
Yates, H. N., Das Majumder, S., & Pruitt, M. H. (2019). Upgrading how technology is taught in undergraduate education, a case study. Smart Education and e- Learning 2019, 375–388. doi.org/10.1007/978-981-13-8260-4_34
Yu, H., Lee, K., Park, J., & Park, Y. (2017). Ultrahigh-definition dynamic 3D holographic display by active control of volume speckle fields. Nature Photonics, 11(3), 186-192. doi:10.1038/nphoton.2016.272
Zeng, Z., Zheng, H., Yu, Y., Asundi, A. K., & Valyukh, S. (2017). Full-color holographic display with increased-viewing-angle [Invited]. Applied Optics, 56(13), F112-F120. doi:10.1364/ao.56.00f112
Zhao, Y., Zhu, C., Yu, L., & Tanimoto, M. (2012). An Overview of 3D-TV system using depth-image-based rendering. 3D-TV System with Depth-Image-Based Rendering, 56(13), F112-F120. doi:10.1007/978-1-4419-9964-1_1
Zhuang, Z., Zhang, L., Surman, P., Song, W., Thibault, S., Sun, X. W., & Zheng, Y. (2018). Addressable spatial light modulators for eye-tracking autostereoscopic three-dimensional display using a scanning laser. Applied Optics, 57(16), 4457- 4466. doi:10.1364/ao.57.004457
Zibrek, K., Kokkinara, E., & Mcdonnell, R. (2018). The effect of realistic appearance of virtual characters in immersive environments - Does the character's personality play a role? IEEE Transactions on Visualization and Computer Graphics, 24(4), 1681-1690. doi:10.1109/tvcg.2018.2794638
|
This material may be protected under Copyright Act which governs the making of photocopies or reproductions of copyrighted materials. You may use the digitized material for private study, scholarship, or research. |