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Your search keyword '"Augmented reality"' showing total 53 results

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53 results on '"Augmented reality"'

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1. AR and VR as a Shaping Trend in Consumer Behaviour.

2. SwageXR: Designing Gamified AR Applications for Industrial Training.

3. Chances and Limitations of Immersive Augmented Reality for Game-Based Learning in Museums.

4. Guidelines for Playful Learning Design in VR/AR: Insights From Student Productions.

5. Sandwich Robot for Computational Thinking: Reflections From Testing With High School Pupils.

6. Turning Grey to Green: Engaging Gamification in Sustainability Education With Augmented Reality Technology.

7. UnlockArt: Cultural Mediation at the Museum Through an Augmented Reality Escape Room.

8. Inclusive AR-games for Education of Deaf Children: Challenges and Opportunities.

9. The Effectiveness of Playful Augmented Reality Media for Teaching Early-Primary Students.

10. ARtales: AR Mobile Application Using Transformative Learning Through Aesthetic Experience - First Evaluation.

11. Pre-service Teachers' Player Types and Their Relation to Selfefficacy With Digital Media.

12. Marie's ChemLab: A Mobile Augmented Reality Game to Teach Basic Chemistry to Children.

13. What Previous Research Says About Virtual and Augmented Reality in Higher Education.

14. Exploring Augmented Reality Affordances for Media Literacy in the EFL Context.

15. How to Design Virtual Video Production for Augmented Student Presentations.

16. Speculative Design as a Method of Inquiry in an Online Workshop Setting.

17. An Augmented Reality Mobile Learning Experience Based on Treasure Hunt Serious Game.

18. Quick and Dirty Group Testing of Mobile app for Educators Teaching Digital Literacy and Production.

19. Virtual Experiential Learning, Learning Design and Interaction in Extended Reality Simulations.

20. An Augmented Reality Book for Training a Child with Austism Spectrum Disorders: Towards an Inclusive Primary School Education.

21. Proposition to use System Dynamics for Assessing the Impact of new Technologies on Employment.

22. Artificial Intelligence, Knowledge Management and Human Vulnerability.

23. Whether and How Artificial Intelligence Will Change Education and the School System.

24. Capturing and Sharing Intangible Cultural Heritage Through Knowledge Visualisation and Knowledge Modelling Tools.

25. Development of e-Learning Applications Using HoloLens and Mixed Reality.

26. Investigating Regional Heritage Through the Development and Playing of AR Games.

27. Augmented Reality Shopping Services: Key Factors Affecting Customer Evaluation and Acceptance.

28. User Experience Design with Augmented Reality (AR).

29. The Role of Augmented Reality Games in Promoting to Millennials.

30. Students' Development of Virtual Reality Prototypes for Training in Alcohol-Resistance Skills.

31. The Effect of an Augmented Reality Board Game on English Vocabulary Development.

32. Educating the Millennial Learner: A Case of Collaborative Learning With Augmented Reality.

33. The Effects of Augmented Reality Representations on Student's' Understanding on Learning Fraction.

34. Augmented Reality and the Symbolic Play of Pre-School Children With Autism.

35. Discovery Augmented Reality Mobile Gaming Scheme for Understanding Color Fundamentals.

36. How can User Generated Content in Games Foster Enhanced Learning Outcome.

37. Pokémon GO: A Pervasive Game and Learning Community.

38. A Systematic Review of Augmented Reality Game-Based Applications in Primary Education.

39. Towards a Mobile Augmented Reality Prototype for Corporate Training.

40. Students and Teachers as Developers of Visual Learning Designs With Augmented Reality for Visual Arts Education.

41. Towards a Mobile Augmented Reality Prototype for Corporate Training.

42. Students and Teachers as Developers of Visual Learning Designs With Augmented Reality for Visual Arts Education.

43. Toward Entrepreneurial Bricolage: a Longitudinal Perspective on Organizational Learning and Dynamic Capability in Emerging Market.

44. Mixed Reality Serious Games and Gamification for smart education.

45. Augmented Reality-Based Learning Systems: Personalisation Framework.

46. E-Learning in Augmented Reality Utilizing iBeacon Technology.

47. Disaster in my Backyard: A Serious Game to Improve Community Disaster Resilience.

48. Albalyna: A NEAR Game for Cognitive Remediation.

49. Location-Based Object Identification Algorithm for Augmented Reality in Adaptive Mobile Learning.

50. ECGBL Preface.

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