Jingru Zhang

Jingru Zhang
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Jingru verified their affiliation via an institutional email.
Verified
Jingru verified their affiliation via an institutional email.
  • Doctor of Philosophy
  • PhD at University of Science Malaysia

About

17
Publications
595
Reads
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15
Citations
Current institution
University of Science Malaysia
Current position
  • PhD
Education
March 2022 - November 2024
University of Science Malaysia
Field of study
  • VR/AR/MR/AI and Art/Design

Publications

Publications (17)
Article
Full-text available
The potential of educational augmented reality systems to improve students’ learning performance, motivation, and cognitive load has been demonstrated by recent studies. To help students learn the design history material, this study suggests an AR-integrated learning application strategy. In this study, we use Modernism as the theoretical underpinn...
Article
Full-text available
The development of global nature reserves is currently in a rapid growth phase. One of the key challenges in establishing nature reserves is balancing environmental protection with rural residential development within these areas, where housing plays a crucial role in the built environment. Successful residential architecture in nature reserves typ...
Article
Full-text available
The potential of serious games to improve students' engagement and knowledge retention in design historical education has gained significant attention in recent years. This study proposes a learning strategy integrating AI virtual characters into a role-playing serious game designed to teach design history. Utilizing the Arts and Crafts Movement as...
Article
Full-text available
With the growing integration of deep learning and educational informatization, applying artificial intelligence to classroom behavior analysis has garnered significant attention. This article specifies 14 types of classroom behaviors and their classification criteria. By clipping and frame extraction from surveillance videos, target detection, manu...
Article
Recent studies have highlighted the potential of the educational augmented reality system in enhancing students’ learning performance. Nevertheless, the effectiveness of AR-based learning in increasing students’ motivation has come under scrutiny. Several prior investigations have suggested that, without the proper integration of learning strategie...
Chapter
Full-text available
Gamification is known as the use of game-like elements within a non-game context. The use of gamification in a classroom setting, also known as gamified learning aims to improve the learning process by constructing a low-risk and well-structured learning environment for students. The use of gamification in the educational context has proven to be a...
Chapter
Visual arts and design education is an important area in higher education, and artificial intelligence (AI), which can provide personalised learning experiences, plays a pivotal role in facilitating the learning process and student creativity within it. This chapter provides an insight into the current use of AI technologies in the teaching of visu...
Chapter
Students in vocational colleges in China play a crucial role in supporting the digital transformation of education. In this study, a vocational institute in Jiangsu province was selected for investigation, involving 79 students. The findings revealed that traditional classrooms still face limitations in enhancing students' digital literacy and skil...
Article
Full-text available
This article aims to assist readers in understanding the current status of studies on the subject by providing a descriptive bibliometric analysis of publications on virtual reality (VR), augmented reality (AR), and mixed reality (MR) technologies in cultural heritage. A bibliometric analysis of 1214 publications in this discipline in the Scopus da...
Chapter
The Chinese seal engraving as a world intangible cultural heritage (ICH) has caused the younger generation of learners to face problems such as a lack of motivation to learn. Learning in conjunction with digital technology is an emerging means of sustaining the transmission and development of these cultures. This chapter was dedicated to developing...
Chapter
As a technological innovation, virtual reality has garnered considerable interest in the field of education because of its capacity to revolutionize learning experiences. Serious games, which integrate educational goals with gaming components, present a promising method for utilizing virtual reality technology for instructional aims. This chapter i...
Conference Paper
Full-text available
As a technological innovation, augmented reality has gained significant attention within the educational sphere due to its potential to transform learning experiences. Serious games, which combine educational objectives with gaming elements, represent a promising approach to leveraging augmented reality technology for instructional purposes. Howeve...
Chapter
This chapter offers a concise introduction to augmented reality (AR), starting with an overview of its core ideas. The next sections explore the unique features that differentiate AR from other immersive technologies, how AR is classified, and the wide range of applications that AR technology can be applied to. AR's versatility is clear, opening th...
Chapter
Initially, a brief overview of intangible cultural heritage and augmented reality is provided. Subsequently, the document search and selection criteria, software and data extraction process, and analysis of findings and trends are emphasized in the following section. The third and central section of the review concentrates on the most prevalent use...
Chapter
Full-text available
The new VR technology is used in various fields such as medicine, military, and especially in education. A teaching methodology based on logical reasoning in a serious virtual reality game was designed and developed in the study. Through a pre-test and post-test laboratory experiment approach, the California Critical Thinking Disposition Questionna...

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