The MagicBookMoving Seamlessly between Reality and Virtuality
IEEE Computer Graphics and Applications
The studierstube augmented reality project
Presence: Teleoperators and Virtual Environments
UMAR: Ubiquitous Mobile Augmented Reality
Proceedings of the 3rd international conference on Mobile and ubiquitous multimedia
Mixed Reality in Education, Entertainment, and Training
IEEE Computer Graphics and Applications
Designing Immersive Virtual Reality for Geometry Education
VR '06 Proceedings of the IEEE conference on Virtual Reality
Handheld Augmented Reality Displays
VR '06 Proceedings of the IEEE conference on Virtual Reality
An exploration from virtual to augmented reality gaming
Simulation and Gaming - Symposium: virtual reality simulation
Virtual reality and mixed reality for virtual learning environments
Computers and Graphics
Handheld AR for collaborative edutainment
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
More Than Just a Game: Accessibility in Computer Games
USAB '08 Proceedings of the 4th Symposium of the Workgroup Human-Computer Interaction and Usability Engineering of the Austrian Computer Society on HCI and Usability for Education and Work
A tennis training application using 3d gesture recognition
AMDO'12 Proceedings of the 7th international conference on Articulated Motion and Deformable Objects
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There is evidence that recent developments in Augmented Reality (AR) technology has the potential to be applied as pervasive media on multiple devices in different ways and contexts, especially with low-cost devices including Mobile Augmented Reality (MAR) applications on smart phones or Pocket-PCs. In this paper we present a framework in order to combine the pervasive e-education concept with augmented reality content for e-training. We analyze current research, discuss some examples from ultralight / light sport aircraft maintenance and show how to apply this framework generically. We present a learning engine to deliver this special type of content and provide a further outlook of future research. A user-centered approach must ensure that the developments can stimulate motivation and enhance performance of the end users in different training sessions. The main benefit is, that the end users are enabled to better perceive complex, technical facts, systems and components.