Mobile Application for Advertising Educational Services and Research
the Efficiency of Its Use
Galyna V. Marchuk
a
, Vitalii L. Levkivskyi
b
, Maryna S. Graf
c
, Dmytro K. Marchuk
d
and Iryna V. Panarina
e
Zhytomyr Polytechnic State University, 103 Chudnivska Str., Zhytomyr, 10005, Ukraine
Keywords:
Augmented Reality, Vuforia, Intelligence Analysis, Descriptive Statistics, Processing of Data Processing of
Data, Advertising.
Abstract:
The article shows the use of augmented reality technology and the creation of a mobile application for adver-
tising educational services of the Faculty of Information and Computer Technologies of Zhytomyr Polytechnic
State University, Ukraine. Today, augmented reality technologies are one of the most relevant for application
in the field of advertising. However, little research has been conducted to determine the effectiveness of its
use. The purpose of the study is to create and determine the effectiveness of using a mobile application for
advertising educational services. The object of the study is the technology of creating mobile applications
using augmented reality technology and analyzing the feasibility of its use in advertising. The application was
created using the Vuforia Software Development Kit in Unity and compiled for various platforms. It can be
used on iOS and Android mobile devices, creating a wide range of uses. To determine the effectiveness of the
proposed mobile application, statistical and visual analysis methods were used, namely descriptive statistics
and exploratory analysis. Based on the results of the analysis, the effectiveness of using a mobile application in
career guidance has been proven. It is proved that the interest of applicants who have used the created applica-
tion in the proposed specialties has increased. The proposed mobile application can be used to get acquainted
with the list of specialties in an educational institution, increase the information content of advertising flyers
and increase the interest of applicants. In the future, it is planned to expand this mobile application for use in
all faculties of the university.
1 INTRODUCTION
Human-computer interaction is a dynamically devel-
oping area of science. The constant improvement of
technology leads to the possibility of innovative user
interface paradigms. The globalization of virtual re-
ality has led to the introduction of a new related terms
like augmented reality into scientific circulation. If
current user interface technologies focus mainly on
human-computer interaction, then augmented reality
(AR) with the help of computer technology offers an
improvement in the interaction between humans and
the real world.
At the moment, augmented reality is one of the
most relevant objects for research. Augmented reality
a
https://orcid.org/0000-0003-2954-1057
b
https://orcid.org/0000-0002-1643-0895
c
https://orcid.org/0000-0003-4873-548X
d
https://orcid.org/0000-0001-8675-8047
e
https://orcid.org/0000-0003-4783-2587
is a concept that describes the process of augmenting
existing reality with virtual objects.
Smartphones and tablets are becoming more pow-
erful as the share of web browsing using desktop PCs
is reduced to 48.7% (Wha, 2022). Currently, the num-
ber of people using a mobile device exceeds the popu-
lation of China, India and Europe combined. The bal-
ance between mobile and desktop traffic will never be
restored.
Currently, the vast majority of educational institu-
tions teach on a state and commercial basis. In ad-
dition, the constant increase in the number of private
educational institutions leads to the fact that universi-
ties are forced to “fight” for each entrant. Having the
same areas of training and educational programs con-
tributes to the deterioration of perception and memory
of the educational institution by potential entrants and
their parents. To attract customers, strengthen their
position in the market of educational services and in-
crease competitiveness, universities should use rele-
564
Marchuk, G., Levkivskyi, V., Graf, M., Marchuk, D. and Panarina, I.
Mobile Application for Advertising Educational Services and Research the Efficiency of Its Use.
DOI: 10.5220/0012066100003431
In Proceedings of the 2nd Myroslav I. Zhaldak Symposium on Advances in Educational Technology (AET 2021), pages 564-577
ISBN: 978-989-758-662-0
Copyright
c
2023 by SCITEPRESS – Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
vant marketing tools and instruments.
Therefore, the combination of mobile devices and
augmented reality technologies will give even more
advantages in the advertising purposes of educational
services.
Advantages of using AR for advertising purposes:
informing entrants and their parents;
creating a positive impression;
increasing the level of recognition of the univer-
sity;
increasing the efficiency of career guidance activ-
ities.
On the basis of the Department of Computer
Science of Zhytomyr Polytechnic State University,
Ukraine, specialists in the field of game development
and augmented reality created the software product
UniAd. The development was presented in detail on
May 20, 2022 at The 5th International Workshop on
Augmented Reality in Education at Kryvyi Rih Na-
tional University.
The purpose of this study is to determine the effec-
tiveness of a mobile application UniAd for advertis-
ing educational services of the Faculty of Information
and Computer Technology (FICT), Zhytomyr Poly-
technic State University, Ukraine using augmented re-
ality technology. It is planned to conduct the study:
use the data collected during career guidance
work;
make a sample of the required data;
to conduct intelligence analysis;
to conduct statistical analysis in terms of various
indicators;
draw conclusions based on the analysis.
2 LITERATURE REVIEW
At the AREdu 2020 (Augmented Reality in Education
2020) conference, AR technologies were considered
as part of their use in science education (Burov et al.,
2020).
Particular attention should be paid to the develop-
ment of AR applications as a promising area of re-
search for students (Bilous et al., 2020). The article
outlines the essence of AR, directions and advantages
of using AR technology in the educational process.
It has been proven that AR is a unique tool that al-
lows educators to start a new digital generation in a
readable, understandable form and is the basis for de-
veloping interest in learning to share work.
The current state and relevance of the use of
augmented reality are discussed in many articles.
The described developed software application demon-
strates the behavior of solar system objects in detail
with augmented reality technology (Hordiienko et al.,
2020). The described application has its own features,
because to implement the distance to the planets uses
dimensions in scale that correspond to the real.
The development of technology and the increasing
use of mobile devices affects the educational process.
He et al. (He et al., 2014) describes a study demon-
strating the best results in learning English using AR
technology. Using the mobile camera, a bright pic-
ture appears to represent the English word on the card.
This approach improves children’s interest in learn-
ing. Vakaliuk et al. (Vakaliuk et al., 2021) demon-
strates the possibilities of using AR technology to cre-
ate a software application in the field of local lore
“Monuments of the city of Zhytomyr”. The applica-
tion was tested during city tours with the participation
of elementary school students. As a result of this ap-
proach, the interest of schoolchildren in studying the
history of the native city has increased. Zhou et al.
(Zhou et al., 2020) presents a mobile application, the
purpose of which is to popularize the lifestyle in aug-
mented reality, allowing users to enjoy it. The ini-
tial goal of the project is to give children the opportu-
nity to combine practical skills and visuals in order to
better realize multidimensional intelligence develop-
ment.
Nechypurenko et al. (Nechypurenko et al., 2023)
explains the current state of augmented reality (AR)
technology use in contemporary chemical education
and the potential for using augmented reality technol-
ogy to enhance students’ chemistry research projects.
The article describes the development of augmented
reality software to support the research activities of
11th grade chemistry students in the form of an
AR-based virtual chemical laboratory, as well as its
implementation in the teaching and learning pro-
cess. The article (Krainyk et al., 2019) considers
the development of a historical guide based on aug-
mented reality technology. Hruntova et al. (Hrun-
tova et al., 2018) theoretically substantiate the appli-
cation of augmented reality technology and its fea-
tures in higher technical educational institutions. Bi-
lyk et al. (Bilyk et al., 2022) shows the feasibility
of using augmented reality in the case of STEM ed-
ucation in Ukraine. The expediency of using aug-
mented reality in the case of using STEM education
in Ukraine is shown.
All considered articles are aimed at achieving the
effectiveness of the educational process. In addition
to the educational process, augmented reality tech-
Mobile Application for Advertising Educational Services and Research the Efficiency of Its Use
565
nologies are used in various spheres of human life.
The application described in (Jung et al., 2020)
is intended for virtual tours of Jeju Island. Some-
times it is difficult to find time to travel, but such soft-
ware applications allow you to get acquainted with
the cultural heritage of even remote regions. Wang
et al. (Wang et al., 2021) examines the popularity of
augmented reality mobile applications in 4 categories:
augmented reality mobile games, advertising, videos
and augmented reality shopping for mobile devices.
As a result of the research, the author’s team came to
the conclusion that augmented reality mobile games
are most often used.
The role of virtual and augmented reality for ac-
cessibility and marketing in tourism is studied in
(Ozdemir, 2021). AR has both strengths, such as en-
riching knowledge, expanding experience, and weak-
nesses, such as high cost, insecurity. The high cost of
both technologies limits availability and marketing.
Wang et al. (Wang et al., 2020) analyzing the sta-
tus of the application of AR technology in domestic
logistics and the benefits of using technology. This
article summarizes 36 applications of augmented re-
ality technology in domestic logistics. In addition,
the prospects for the application of augmented reality
technology in logistics are summarized and analyzed.
Osadchyi et al. (Osadchyi et al., 2021) analyzes
the possibilities of using innovative AR technologies
in the process of forming the viability of the future
specialist based on the implementation of competence
and subject-personal approach to the introduction of
AR technologies in the educational process. Research
by (Hu et al., 2021) aims to study the attributes of
theatrical performances using augmented reality in
theme parks that affect the emotional experience of
visitors. The results showed that the use of AR tech-
nology had a positive effect on nostalgia and emo-
tional arousal of visitors, which caused a sense of be-
longing to the theme park.
Carmigniani et al. (Carmigniani et al., 2011) con-
siders the current state of augmented reality technolo-
gies, systems and applications. The problems of aug-
mented reality mobile systems and the requirements
for successful mobile systems are considered.
Young and Koo (Young and Koo, 2020) discusses
the development of library services of the university
with the use of technology and content of virtual and
augmented reality (VR/AR). Based on the results of
the research, questions were suggested that should be
taken into account when using VR/AR technologies
and content to provide university library services.
AR is used in various fields and is increasingly
used in the educational process. Although research on
the use of this technology in education is still scarce,
the research literature points to its potential and effec-
tiveness. The research results by Wyss et al. (Wyss
et al., 2022) show that students have a very positive at-
titude towards augmented reality technologies and are
very interested in working with this technology. With
the advent of information technology, AR has made
a significant contribution to industrial applications,
namely: medicine, aviation, manufacturing, etc.
Park (Park, 2021) introduces ARLooper, an iOS
augmented reality application for multiplayer audio
and performance. The aim is to explore the possibil-
ity of using mobile augmented reality technology to
create new music interfaces and collaborative audio-
visual experiences.
Based on the analysis of recent publications and
the experience of using augmented reality technolo-
gies, it can be concluded that this technology can also
be used in education for advertising purposes.
3 THEORETICAL BACKGROUND
AND SYSTEM DESIGN
3.1 Augmented Reality Technology
Augmented reality is a concept that describes the pro-
cess of complementing existing reality with virtual
objects. AR is evolving rapidly and is ready to take
off and will be as important a technological advance-
ment as the Internet or mobile devices. AR is the most
important tool for brands, which attracts consumers,
improves communication with people and strength-
ens consumer confidence. The camera transforms
AR from gaming technology into a complete experi-
ence that makes people’s lives exciting and rewarding.
Augmented reality is already here, widely recognized
as both interesting and useful, and also promotes rapid
implementation and growth. There is an untapped de-
mand to increase the number of applications in AR.
Consumer demand for AR needs to be met, and now
is the time to act for brands, platforms and developers.
The introduction of augmented reality is associ-
ated with a boom in the use of mobile devices
by 2025 almost 75% of the world’s population and
almost all smartphones users will be frequent users
of AR. Deloitte Digital and Snap Inc. conducted a
survey of 15 thousand people and published global
“Consumer Augmented Reality” report, according to
which (Deloitte Digital, 2021):
73% of people successfully identify augmented
reality when they see it, but when they talk about
it, it’s hard for them to tell if a description of what
it is.
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
566
65% of augmented reality consumers worldwide
use AR to have fun; most discover AR through
social/communication programs.
Augmented reality is usually considered a “toy”,
but 76% of people expect it and want to use AR
as a practical “tool” in everyday life.
The use of augmented reality technology in ad-
vertising leads to a 94% increase in conversion
rate compared to companies that do not use AR
in advertising. Consumers are 41% more likely to
prefer a product that uses AR technology to pro-
mote.
AR can be implemented using applications for
ordinary smartphones and tablets, augmented real-
ity glasses, stationary screens, projection devices and
more. The essence of augmented reality technology
is to combine the real image with its complement and
the output of the final image on the visualization de-
vice.
The basis of augmented reality technology is an
optical tracking system. There are several options for
using AR technology: marker-based, markerless.
Marker-based technology is easier to use. It is
easier to recognize by the camera and gives a tighter
binding to the location for the virtual model. This
technology works almost smoothly. A sheet of pa-
per with some special image often acts as a marker.
The type of image can vary greatly and depends on
image recognition algorithms. You can use pictures,
photos, booklets, but of good quality. The advertising
booklet of the Faculty of Information and Computer
Technologies of Zhytomyr Polytechnic State Univer-
sity, Ukraine is used in the work. Before using the
booklet, to activate the application, you need to mark
it with Vuforia. The booklet image must be less than 2
megabytes in size, with a clear picture or photo. You
need to upload it to the Vuforia website and get a rat-
ing. It is better not to use a 1-2 star rating, because the
speed and quality of recognition will be very low and
incorrect program reviews are possible. The booklet
to be used has a rating of 4-5 stars. This means that
the recognition in the software application does not
take much time and will be displayed reproduced in-
formation about the specialty.
Marker technology using Vuforia creates static
markers and uses them to enable an object to be acti-
vated (figure 1).
The left part of figure 1 shows an advertising flyer
of the Faculty of Information and Computer Tech-
nologies of the Zhytomyr Polytechnic State Univer-
sity, Ukraine. On the right in the same figure is a flyer
with markers on it with Vuforia.
3.2 Create 3D Objects
A number of graphics have been developed to create
the UniAd mobile AR application. All 3D models are
developed in Blender.
Figure 2 shows the main 3D models that were cre-
ated. The main, but the most time-consuming model
is the university building. In addition to the main fa-
cility, a number of others have been created. Models
of trees whose leaves should have animation – move-
ment in the wind. Models of people can also be seen
in figure 2. Each human object has an animation of
walking on its own trajectory. Models of benches,
lanterns and a model of a fountain located at the main
entrance to the university were also created.
In addition to 3D models, the mobile application
has added a number of 2D models that act as buttons.
With the help of buttons the user has the opportunity
to select certain actions (figure 3).
The orange plus button expands a kind of menu
with different buttons, where each has its own func-
tion. The green button with the letter “i” is responsi-
ble for displaying information cards for each specialty
of the Faculty of Information and Computer Technol-
ogy (FICT). The button, with the image of the social
network Facebook, will take the user to the main page
of FICT in this network. The button showing the point
on the map is responsible for the location of the uni-
versity on Google Maps. The button of the social net-
work Instagram is responsible for going to the main
page of the faculty in this social network. The but-
ton with the symbol of the university is responsible
for the user’s transition to the official website of the
educational institution.
3.3 Design and Implementation of
Individual System Modules
The Unity engine is used to create the program. Its
main advantage is the use of a component-oriented
system of working with objects. All interactivity and
gameplay in Unity are based on three fundamental
blocks: GameObject objects, components and vari-
ables (Scr, 2022). Any object in the application is a
GameObject, be it characters, light sources, special
effects, scenery and everything else. Components de-
termine the behavior of game objects to which they
are attached and control them.
Figure 4 shows a precedent diagram. This dia-
gram demonstrates possible user actions when using
a mobile application. The precedent corresponds to
a separate service of the system, determines one of
the options for its use and determines the typical way
of user interaction with the system. Usage parame-
Mobile Application for Advertising Educational Services and Research the Efficiency of Its Use
567
Figure 1: Creating targets on the booklet for the UniAD application.
ters are commonly used to determine system require-
ments.
The Activity diagram was used to describe the be-
havior of the mobile application (figure 5). The dia-
gram reflects the dynamic aspects of system behavior.
In essence, this diagram is a flowchart that illustrates
how the control flow moves from one activity to an-
other.
3D application simulation was created using the
Blender development environment. The main model
created is the university building. Auxiliary objects
on the stage have also been created bushes, benches,
trees, and a fountain, which are partially animated.
Many animations have been created in the mobile ap-
plication. Animation of the university building it
can be viewed from all sides, rotating 360 degrees.
Implemented bone animation of 3D characters of stu-
dents moving near the university. The animator con-
troller is created by Unity and allows you to manage a
set of animations for GameObject and switch between
them when you need to meet certain conditions.
After launching the mobile application, as soon as
the user hovers over the image of the paper advertis-
ing, the “Start” button will appear and the melody will
start playing. After that, the user can press a button,
and then the animation of the appearance of the uni-
versity as if from the floor and scrolling the building
360 degrees will begin. Other objects located on the
ground will also appear. Gait animation is applied to
objects in the form of people, the movement of leaves
on trees under the influence of wind is realized. The
animator controller is created by Unity and allows you
to manage a set of animations for GameObject and
switch between them when you need to meet certain
conditions.
The scheme presented in figure 6 shows the gen-
eral algorithm of the system. With the help of an AR
camera, the focus is on the booklet of the Faculty of
Information and Computer Technology. If the appro-
priate markers are found in the image, the “Start” but-
ton is displayed.
Let’s take a closer look at some of the Vuforia
methods that were used to create the software appli-
cation. This piece of code helps to determine how you
can “catch” the marker.
public enum TrackingStatusFilter {
Tracked,
Tracked_ExtendedTracked,
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568
Figure 2: 3D models developed in Blender.
Figure 3: Buttons.
Tracked_ExtendedTracked_Limited
}
The part of the code that is responsible for press-
ing the “Start” button and launching the animation on
the stage of the software application.
public class GIFShow : MonoBehaviour{
public GameObject gif;
public GameObject hide;
public void ShowGif() {
if (gif != null) {
bool isActive = gif.activeSelf;
if (!isActive)
gif.SetActive(true);
else
if (isActive)
gif.SetActive(false);
}
if(hide != null) {
bool isActiveHide = hide.activeSelf;
if(!isActiveHide)
hide.SetActive(true);
}
else
if(isActiveHide)
hide.SetActive(false);
}
After pressing the “Start” button, the main scene
of the program starts. 3D models and textual infor-
mation appear on the stage. A piece of code that is
responsible for tracking the camera’s position and ro-
tates the text toward the camera so that it can be read.
public class TextCenter : MonoBehaviour{
public GameObject target;
void Start() {}
void Update() {
Vector3 targetPosition =
new Vector3(
target.transform.position.x,
target.transform.position.y,
target.transform.position.z);
transform.LookAt(targetPosition);
}
}
A sprite animation has been created for each spe-
Mobile Application for Advertising Educational Services and Research the Efficiency of Its Use
569
Figure 4: Use Case diagram of a mobile application.
cialty available in the application, which reflects the
specifics of the specialty. An array of graphic images
is used to play the animation. The part of the code
that is responsible for converting an array of images
into a sprite animation.
public class AnimationGIF : MonoBehaviour
{
public Sprite[] animatedImages;
public Image animateImageObject;
void Start() {}
void Update() {
animateImageObject.sprite =
animatedImages[(int)(Time.time*10)
% animatedImages.Length];
}
}
The code snippet that is responsible for defining
items in the Dropdown menu. Each list item has its
own method.
public class DropdownAction: MonoBehaviour
{
public GameObject Image;
private Animator animator;
void Start() {
GetComponent().value = 5;
}
void Update() {}
public void ShowImage() {
if(Image != null) {
bool isActive = Image.activeSelf;
if(isActive == false)
Image.SetActive(true);
else
if(isActive == true)
Image.SetActive(false);
}
}
public void ValueChanged() {
Debug.Log("Choosen element: " +
GetComponent().value);
if(GetComponent().value == 0) {
Application.OpenURL(
"https://www.instagram.com/fikt_ztu/");
GetComponent().value = 5;
}
if(GetComponent().value == 1) {
Application.OpenURL(
"https://goo.gl/maps/Me2vbsnkUzmLfxrN6");
GetComponent().value = 5;
}
if(GetComponent().value == 3) {
Application.OpenURL(
"https://www.facebook.com/zstufikt");
GetComponent().value = 5;
}
if(GetComponent().value == 4) {
Application.OpenURL(
"https://ztu.edu.ua/");
GetComponent().value = 5;
}
if(GetComponent().value == 2) {
ShowImage();
GetComponent().value = 5;
}
}
}
Unity supports C# scripting that follows one of
two main approaches: the traditional and widely
used object-oriented approach and the information-
oriented approach.
3.4 Mobile Application Interface
The application is implemented using Unity and Vu-
foria. Vuforia Engine is a software development kit
(SDK) for creating Augmented Reality apps. Man-
agement is carried out with the help of the camera of
the smartphone on which the application is installed,
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
570
Figure 5: Activity diagram.
Figure 6: Scheme of project elements and its works.
and the booklet of the faculty on which the user has
to point the camera.
The application can be used on devices with An-
droid operating system version 10 and higher and re-
quires 210 MB of free memory. The interface of the
application is quite simple. Management is carried
out using the camera of the smartphone on which the
application is installed, and pictures of triggers (ad-
vertising paper advertising of the faculty) on which
the user must point the camera.
After launching the mobile application and press-
ing the “Start” button, calm music starts playing and
the animation of the university appearance will start.
Near the university there are people who have an ani-
mation of walking, trees whose leaves have an anima-
tion of rustling, as well as benches, lanterns, a foun-
tain, an inscription above his head. Another “Menu”
button appears on the screen. An image of the pro-
gram after clicking the “Start” button can be seen in
figure 7.
Currently, you can view the model of the univer-
sity by turning around a paper advertisement with ad-
Mobile Application for Advertising Educational Services and Research the Efficiency of Its Use
571
Figure 7: General view of the program after pressing the
Start button.
vertising, it is also possible to enlarge or reduce the
image of the institution.
The user has the opportunity to open a drop-down
menu, where you can go to additional resources of the
university: the main site of the university, Instagram,
Facebook. It is also possible to open the Google Maps
service, which will indicate the location of the Zhyto-
myr Polytechnic State University, Ukraine.
By pressing the “I” button, the user will open
seven cards. All cards have the same design (fig-
ure 8 they are depicted in the form of a rectangle
with round edges, but each of them is a representation
of a separate specialty at the faculty.
At the top of the card you can see the name and
number of the specialty. Below is a list of preferences,
subjects or interests about each specialty. At the bot-
tom of the card, the user sees a button labeled “View
animation”, when pressed instead of the card appears
sprite animation related to the main activity, which is
studied in a particular specialty. Figure 8 shows an
animation showing an IT professional creating soft-
ware. This animation reflects the essence of the spe-
cialty 121 “Software Engineering”. By flipping the
screen to the left, the user can see all the animations
and all the cards. To close the card view, the user must
click on the “I” icon again.
When the user loses sight of the camera paper
advertising with advertising, all objects, music and
sounds will be lost. To view the program again,
you need to point the camera at the paper advertising
again.
4 THE RESULTS OF THE STUDY
The application was intensively used during the ca-
reer guidance work of the Faculty of Information and
Computer Technology in 2021. In the process, a set of
data was accumulated, on the basis of which the anal-
ysis was conducted. A data set in CSV format was
used for analysis. The file contains 1086 records. The
data set is represented by the following fields: sub-
mitted documents, saw AR advertising, entered the
university, competitive score. Among them, 3 fields
are categorical data (0 or 1, saw advertising -1 did not
see -0) (figure 9).
It is better to use descriptive statistics in the initial
stages of the analysis of the created dataset. Mea-
sures of the central tendency were considered, where
the following indicators were revealed: the minimum
value on the competitive score is 125 points, the max-
imum – 200 points.
The scope is 27 points. The arithmetic mean is one
of the most common measures of the central trend.
The average value indicates that the “typical” score
in the dataset is approximately 160.76. Accordingly,
most entrants have a fairly high competitive score. Es-
timation of tightness established by Spearman’s rank
correlation established a connection between two pa-
rameters competitive score and admission. There
is still a small relationship between parameters such
as admission and ad viewing. The distribution of ob-
servations showed the following data: the first quarter
is 152, the second quarter 162, the third quarter
166. The standard deviation of the competition score
is 13.32.
After profiling the file, it was determined that out
of all applicants who submitted documents, 630 saw
advertising, which is 58% of all submitted documents.
Of all entrants who submitted documents, 60%
(652) of applications were submitted for specialty
121 “Software Engineering”, 23.8% (259) for spe-
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
572
Figure 8: The result of pressing the “I” button
Figure 9: Fragment of a data set.
cialty 122 “Computer Science”, 6.9% (75) for spe-
cialty 125 Cybersecurity, 5.5% (60) for specialty 123
“Computer Engineering”, 3.7% (40) for specialty 126
“Information Systems and Technologies”.
Of all the applicants who applied, 374 became
students of the Faculty of Information and Computer
Technology of Zhytomyr Polytechnic State Univer-
sity, Ukraine.
Figure 10 shows the general schedule of all ap-
plicants and those who enrolled and those who saw
the advertisement. The results show that not everyone
who used the mobile application enrolled at the Fac-
ulty of Information and Computer Technology of the
Zhytomyr Polytechnic State University.
Figure 11 shows the data for the target variable
entered. Elements of the sample according to the
value of the target variable entered are divided into
Mobile Application for Advertising Educational Services and Research the Efficiency of Its Use
573
Figure 10: The general schedule of all applicants and those
who enrolled and those who saw the advertisement.
two graphs, which show a separate number of appli-
cants who did not enroll in FICT, but saw advertising
and those who saw advertising and enrolled in FICT.
From the received schedule it is possible to draw con-
clusions that on two values, the number of entrants
who saw advertising is more. This demonstrates the
search conducted before admission and increased in-
terest in specialties at the university.
Figure 12 shows a histogram showing the data on
the viewing of advertising using the application and
the number of students enrolled in terms of special-
ties FICT. The histogram is an estimate of the central
trend for a numerical variable and gives an idea of the
uncertainty of this estimate using the error bar. It is in-
teresting to note that in the specialty 122 “Computer
Science” the number of entrants who viewed the ad is
less than the number of entrants. Although specialty
122 is given special attention to the study of aug-
mented reality technology, on the basis of which the
created and researched mobile application UniAd is
built. Analyzing in more detail the data of entrants to
the specialty 122, it was found that a significant num-
ber of students came from other regions of Ukraine
than Zhytomyr region (Lviv, Luhansk, Kyiv, Khmel-
nytsky, Rivne regions) and did not have the opportu-
nity to use applications and are not reflected in the
collected statistics. The coverage of a larger number
of geographical regions of Ukraine has a great influ-
ence.
The results show a significant number of entrants
who saw the ad, but did not enroll. This is due to vari-
ous factors. One of them is the low competitive score
of entrants (figure 13). The next factor – the fact that
the passing score for admission was quite high (dif-
ferent in each specialty) this created a significant
competition. The graph in figure 13 establishes the
relationship between categorical and continuous vari-
ables. Vertical segments indicate part of the data of a
particular category.
Another factor influencing admission is the lack
of budget places (for new specialties), due to which
entrants are looking for other specialties or universi-
ties.
Considering the data in the context of gender,
shown in figure 14, we can observe a much smaller
number of female entrants to technical specialties. In
contrast, the girls’ competitive score varies between
154-176, which is above the mean, and the standard
deviation is less than the total. It should also be noted
that girls are more interested in specialties 121 “Soft-
ware Engineering” and 122 “Computer Science”.
Based on the analysis of the data set, it can be con-
cluded that advertising services using a mobile appli-
cation based on AR technology are effective. Such
applications attract entrants, as information about the
specialty is provided in an interesting way. Not al-
ways textual information is perceived qualitatively
and in full. The information presented in the animated
video briefly represents the essence of the specialty
that improves perception.
Methods of descriptive statistics and exploratory
analysis were used for the analysis. This is im-
plemented using the Python programming language,
namely the libraries numpy, pandas, seaborn, mat-
plotlib.
5 CONCLUSIONS
In the process of studying the effectiveness of the use
of a mobile application for advertising educational
services of the Faculty of Information and Computer
Technologies of the Zhytomyr Polytechnic State Uni-
versity was an analysis of data collected during career
guidance work. The metrics for the analysis were:
the number of entrants who submitted applications,
taking into account the specialty, the number of en-
trants who used the mobile application, the competi-
tion score and the number of entrants.
According to the results of the study, we can con-
clude that it is appropriate to use the developed mo-
bile application. This is proved by the fact that the
enrollment of first-year students in 2021 has increased
for all specialties of the faculty. The number of sub-
mitted applications exceeded the number of licensed
volumes by specialties (Marchuk et al., 2023).
Therefore, we believe that the use of augmented
reality technology is appropriate to promote the edu-
cational process and advertising of the educational in-
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
574
Figure 11: Data on the target variable entered.
Figure 12: Histogram of views of advertising and special-
ties entered.
Figure 13: Data on the competitive score of entrants by spe-
cialties.
stitution. This will undoubtedly increase the interest
of applicants, as well as increase the level of percep-
tion of information about the specialties of the fac-
Figure 14: Diagram of advertising views by gender.
ulty. This is achieved through diversity, interactivity
and visual presentation of information.
The mobile application was tested on the basis of
the Faculty of Information and Computer Technolo-
gies of the Zhytomyr Polytechnic State University,
Ukraine. In the future, it is planned to expand it so
that it can be used by various faculties and published
in the Play Market.
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