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1. Unravelling experiences, barriers, and design strategies for encouraging reusable takeaway cup usage.

2. Evaluating design approaches for encouraging behavior change in editors: exploring a digital nudging strategy in a non-personalized recommender system to promote adoption of augmented analytics.

3. Are generative design tools creative? A characterisation of tools throughout the design process.

4. AR@campus: Augmented reality (AR) for indoor positioning and navigation apps.

5. Development of mobile augmented reality application for geometry in mathematics learning.

6. Augmented reality in the perspective of cognitive load theory.

7. Augmented reality to support students learning of socio-scientific issues in biology class: A systematic review of the literature.

8. Developing an augmented reality-based immune system module to improve the eleven grade students' learning performance.

9. The development of 2D augmented reality integrated physics e-worksheet to improve mathematical representation ability.

10. Making Android-based Augmented Reality (AR) learning media on covalent bond material.

11. Development of learning media based on augmented reality technology to improve student's scientific literacy in the context of ocean energy.

12. Research on heritage tourism, a bibliometric approach from 2013 - 2022.

13. Optimizing the Museum interior space using augmented reality-based displays.

14. Implementation of marker-based tracking for Lontar Prasi balinese character recognition in augmented reality.

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

16. The Development of Augmented Reality As English Learning Media in Junior High School.

17. Mobile-augmented Reality for Improving Student Entrepreneurial Mindset By Business Model Canvas.

18. Real-time vision-based hand gesture to text interpreter by using artificial intelligence with augmented reality element.

19. Development of augmented reality based sun rotation as learning media for hearing impaired students.

20. Development media set collection boardgame introduction vitamin A-based augmented reality.

21. Learning media introduction of Magetan batik handicraft products using augmented reality.

22. Augmented reality development at Muhammadiyah corner UMS library.

23. Development of augmented reality service excellence library Muhammadiyah University of Surakarta.

24. Development of interactive multimedia as a learning tool for History materials using augmented reality technology.

25. Development of interactive learning media recognition of letters with spelling and reading methods using augmented reality for grade 1 elementary school students.

26. Implementation of augmented reality application in learning mathematics of elementary school.

27. Development of geometry learning media for 5th grade elementary school using augmented reality.

28. VR/AR technologies in teaching descriptive geometry.

29. Digital transformations in education: Augmented reality in the classroom.

30. Augmented Reality in Education: Enhancing Learning Experiences and Student Engagement.

31. Accented visualization technology application for user experience analysis study.

32. Use of digital technologies to improve the quality of training for railway transport specialists.

33. Augmented reality application development on universitas airlangga Museum's sculpture as Hindu-Buddhist history educational media.

34. Three dimensional Salah guide application based on augmented reality.

35. A review on application of modern AR/VR technologies in brand.

36. Augmented reality game "Barcomon" with barcode scanner feature for promoting onetwocode startup companies.

37. Innovative and traditional methods of non-invasive reconstruction of architectural monuments.

38. Теsting projection technique of fabric cutting in the apparel manufacturing process.

39. The trend of ICT in education for critical thinking skills: A systematic literature review.

40. Empowering society 5.0 through AR-VR applications: Studying the potential in Aizuwakamatsu smart city.

41. The role of augmented reality-based media for enhancing students' mathematical ability: A systematics literature review.

42. AR/VR technologies in advertising: A scoping review on empirical studies on the effectiveness of AR/VR in advertising.

43. Data structure algorithm visualization using augmented reality.

44. Assessment of construction results in the life cycle of roads using augmented reality.

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

46. Enhancing learning environment using IR4.0 technology during Covid-19 pandemic.

47. Impact of augmented reality application in enhancing the operational performance of select industry verticals.

48. Applications, challenges and future trends of artificial intelligence for augmented reality applications - A review.

49. Positive impact towards augmented reality in education sector: A review.

50. Evaluation design for 3D geometry learning using augmented reality.

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