Augmented reality is booming in several areas, education is no exception, one of the subjects that is sometimes somewhat complicated for students of industrial design is Market and Consumption, which is why it was proposed as an objective to develop a mobile application with augmented reality that in a first phase includes the theoretical aspects of the subject, then present videos and animations, presenting information reinforcement and integration of exercises of some concepts incorporating various resources. Three stages were identified: 1) general aspects, the participants of the study were established, the materials to be developed, the instruments that would be applied to determine the quality of the application were selected, 2) the Unity software was selected for its development, for both IOS and Android platforms; 3) a rubric on the quality of mobile educational applications was applied to 9 teachers and 64 students randomly chosen from the degree in industrial design, some of the results were 94.7% and 99.6% of acceptance of the application by teachers and students respectively.
Este primer volumen de la obra "Prospectiva del diseño. Redefiniendo el futuro disciplinar" conjunta parte de las investigaciones más recientes, que surgen de la necesidad de reflexionar acerca del acontecer disciplinar del diseño con miras hacia el futuro. Ante la transformación que estamos experimentando en todas las industrias a escala global, cuyas repercusiones se han hecho más evidentes en las últimas décadas, se torna preponderante debatir sobre el diseño y la importancia de su relación poco explorada con bienes, servicios y experiencias, en un contexto político, económico, sociocultural y tecnológico único. Los trabajos presentados parten de la investigación y reflexión de múltiples prácticas novedosas e iniciativas atractivas que urge considerar como la gestión del diseño, los nuevos retos pedagógicos, el andamiaje metodológico, el diseño paramétrico, la investigación de posgrado, las competencias, los avances tipográficos, estrategias digitales, planes de negocio innovadores, interacciones multisensoriales, la integración en la web, estudios de percepción visual, la realidad aumentada, la usabilidad y la animación. Este Volumen 1 se conforma de quince capítulos, aportaciones internacionales que se dividen en dos partes principales: "Metodología, educación y actividades de formación" y "Aplicación tecnológica y desarrollo económico".
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