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73 results on '"AUGMENTED reality"'

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1. Librarians' views of the readiness of university libraries in Indonesia to adopt virtual and augmented reality.

2. Augmented reality development of Dino park applications using scrum.

3. Augmented reality development at Muhammadiyah corner UMS library.

4. AUGMENTED REALITY INTEGRATED WITH MOBILE LEARNING IN CHEMISTRY EDUCATION: A BIBLIOMETRIC ANALYSIS FROM 2012-2022.

5. THE INFLUENCE OF AUGMENTED REALITY FACE FILTER ADDICTION ON ONLINE SOCIAL ANXIETY: A STIMULUS-ORGANISM-RESPONSE PERSPECTIVE.

6. Reviving Indonesian Panji Tales in modern fashion product design with augmented reality.

7. Analyzing the Impact of Augmented Reality on Student Motivation: A Time Series Study in Elementary Education.

8. An augmented reality-based lipstick color recommendation system model to help prevent COVID-19 spreadness.

9. Application of recognition of Minangkabau traditional musical instruments based on augmented reality.

10. Development of augmented reality - Monopoly of the nusantara traditional house based on Android for elementary school students.

11. Augmented reality application in tourism.

12. Implementation of augmented reality as information technology in judicial system toward society 5.0 in Indonesia.

13. Improving Students' Literacy and Numeracy Using Mobile Game-Based Learning with Augmented Reality in Chemistry and Biology.

14. Personal Learning Services and Immersive Learning in Art Design to Enhance Indonesian Education.

15. Development of Augmented Reality-based Interactive Learning Media to Increase Interest in Environmental Education.

16. ANALISIS PURCHASING INTENTION MELALUI PENGGUNAAN AUGMENTED REALITY DI APLIKASI BELANJA ONLINE.

17. Design android-based learning media using augmented reality technology to support ethnomathematics materials at junior high school.

18. Validity and practicality of the problem based learning e-module assisted by augmented reality on virus to improve student learning outcomes, retention, and science literacy.

19. Preserving Indonesian Culture in the Digital Age: Implementing Augmented Reality to Address Cultural Appropriation Issue.

20. Markerless Augmented Reality Application for Indonesian Traditional House Education.

21. Implementation of Augmented Reality in Android-based Application to Promote Indonesian Tourism.

22. Digital Twin (DT) Smart City for Air Quality Management.

23. Ketimbang main: Augmented reality-based application to improve students' 4Cs.

24. Introducing Indonesian Culture through Educative Boardgame Using Augmented Reality: A Prototype of Grand Indonesia Java Edition Boardgame.

25. Augmented reality navigation application to promote tourism to local state attraction "Lawang Sewu".

26. Augmented reality android based: Education of modern and traditional instruments.

27. THE POTENTIAL OF MOBILE AUGMENTED REALITY AS A DIDACTIC AND PEDAGOGICAL SOURCE IN LEARNING GEOMETRY 3D.

28. 3D GAMING FOR YOUNG GENERATIONS IN HERITAGE PROTECTION: A REVIEW.

29. Development of Construction Engineering Teaching Course by Using VR-AR: A Case Study of Polytechnic in Indonesia.

30. Ecolabel with Augmented Reality on the Website to Enhance Student Environmental Awareness.

31. What Augmented Reality Would Face Today? The Legal Challenges to the Protection of Intellectual Property in Virtual Space.

32. Investigating the Potential of Integrating Augmented Reality into the 6E Instructional 3D Geometry Model in Fostering Students' 3D Geometric Thinking Processes.

33. Smart Maps Indonesia Based on Augmented Reality as Digital Learning Resources of Social Studies.

34. Collecting the Memories: The Potential of Augmented Reality Souvenirs in Agro-Tourism.

35. The Effectiveness of Augmented Reality in Learning Vector to Improve Students' Spatial and Problem-Solving Skills.

36. Examining Students’ Intention to Use Augmented Reality in a ProjectBased Geometry Learning Environment .

37. Interactive teaching materials using learning cycle 5E equipped with augmented reality on human respiratory system.

38. Development of e-learning teaching material with augmented reality based on problem based learning for nature of chemistry and scientific methods topic as teaching material in Covid-19 pandemic.

39. Technology and metaverse in the post-COVID-19 era: the impact on education, economy and culture in Indonesia.

40. A Development of Augmented Reality Mobile Application to Promote the Traditional Indonesian Food.

41. Learning Three-Dimensional Shapes in Geometry Using Mobile-Based Augmented Reality.

42. Development Educational Material Topeng Malang with the Augmented Reality for Supporting Character.

43. Nusantara Mask Heritage (Nusmari Indonesia): Augmented Reality-Based Infographic Application for Mask Collection in Museum Panji Malang As Learning Media for Traditional Masks and Gender Performativity.

44. A Flipped-Blended Learning Model with Augmented Problem Based Learning to Enhance Students' Computer Skills.

45. Blended Learning for Augmented Reality to Increase Student Competitiveness the Filling Subject Toward Making Indonesia 4.0.

46. Development of Augmented Reality (AR) Based Gamelan Simulation with Leap Motion Control.

47. Development of Augmented Reality-Based Interactive Multimedia to Improve Critical Thinking Skills in Science Learning.

48. Augmented Reality Based Learning Media for Virtual Instruction of LPG Cylinder Assembly.

49. Augmented Reality Design of Indonesia Fruit Recognition.

50. Implementation of Augmented Reality as Information and Promotion Media on Dieng Tourism Area.

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