NICE: combining constructionism, narrative and collaboration in a virtual learning environment
ACM SIGGRAPH Computer Graphics
The MagicBookMoving Seamlessly between Reality and Virtuality
IEEE Computer Graphics and Applications
Augmenting Elementary School Education with VR
IEEE Computer Graphics and Applications
The Round Earth Project: Deep Learning in a Collaborative Virtual World
VR '99 Proceedings of the IEEE Virtual Reality
Augmenting the science centre and museum experience
Proceedings of the 2nd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Immersive Authoring of Tangible Augmented Reality Applications
ISMAR '04 Proceedings of the 3rd IEEE/ACM International Symposium on Mixed and Augmented Reality
Designing augmented reality interfaces
ACM SIGGRAPH Computer Graphics - Learning through computer-generated visualization
Immersive authoring of Tangible Augmented Reality content: A user study
Journal of Visual Languages and Computing
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This paper presents guidelines for designing interactions for augmented reality (AR) based contents for education. The guidelines stems directly from our experience in designing, implementing and validating an AR based contents for teaching the concept of “circulation of water.” We describe the production and validation process that starts with a careful analysis of whether AR is (can be) appropriate for the target educational material. In particular, where possible, the direct tangible 3D manipulation is applied to the important interaction points to imbue the “hands-on” experience. The resulting contents were successfully put to use in real classrooms and usability and educational effects study is under way.