The MagicBookMoving Seamlessly between Reality and Virtuality
IEEE Computer Graphics and Applications
"living-room": interactive, space-oriented augmented reality
Proceedings of the 12th annual ACM international conference on Multimedia
pOwerball: the design of a novel mixed-reality game for children with mixed abilities
Proceedings of the 2005 conference on Interaction design and children
Bipolar laddering (BLA): a participatory subjective exploration method on user experience
Proceedings of the 2007 conference on Designing for User eXperiences
Journal of Systems and Software
Effect of interactivity on learner perceptions in Web-based instruction
Computers in Human Behavior
Impact of an augmented reality system on students' motivation for a visual art course
Computers & Education
Hi-index | 0.00 |
In the present paper, we describe the methodology for the implementation of Augmented Reality (AR) on a project with high-school students, in order to display content related to the book La reina descalza (Ildefonso Falcones), which was presented at the official launch of the bestseller. The project was developed by a group of students in the Humanities and Technology specialties of the school La Salle Virgen del Mar, Almeria, Spain. The method proposed is based on the recognition of the cover picture of the book, which acts as a mark of AR, allowing for the viewing of a series of digital images that are linked to multimedia content developed by the students. The proposed method is intended as a technologically advanced and entertaining system for use in educational environments that enables the display of information to students in addition to the printed documentation with which they are provided. The main objective of this work is a qualitative assessment of the use and adaptation of RA content in research projects at high school levels for displaying multimedia content.