Design Computing and Cognition '08 2008
DOI: 10.1007/978-1-4020-8728-8_36
|View full text |Cite
|
Sign up to set email alerts
|

Conceptualizing Tangible Augmented Reality Systems for Design Learning

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1

Citation Types

0
2
0

Year Published

2009
2009
2022
2022

Publication Types

Select...
2
2
2

Relationship

0
6

Authors

Journals

citations
Cited by 6 publications
(2 citation statements)
references
References 14 publications
0
2
0
Order By: Relevance
“…AR systems are characterized by three properties: Combining real and virtual objects in an actual environment, running interactively in real-time, and presenting in 3D space. Because of the advances in hardware and software, AR widely uses in our life that includes the fields of entertainment, engineering, design, and education [18,[38][39][40]. AR also plays an important role in the field of education in these years.…”
Section: Augmented Reality (Ar) In Educationmentioning
confidence: 99%
“…AR systems are characterized by three properties: Combining real and virtual objects in an actual environment, running interactively in real-time, and presenting in 3D space. Because of the advances in hardware and software, AR widely uses in our life that includes the fields of entertainment, engineering, design, and education [18,[38][39][40]. AR also plays an important role in the field of education in these years.…”
Section: Augmented Reality (Ar) In Educationmentioning
confidence: 99%
“…For instance, Antle [22] has argued that most successful products for children are neither goal-nor task-oriented but meet specific needs of children in a particular age range. She has highlighted that child-personas of more experiential contexts can provide a way to incorporate concepts from developmental psychology into design and allow archetypical users to be presented throughout the design process for technology-enhanced educational systems [22][23][24]. To design roles and scenarios for serious games and game-based adaptive training systems, Raybourn [17] has also suggested using personas to guide the design process and to help game designers and game writers develop realistic or believable roles for players.…”
Section: Advances In Human-computer Interactionmentioning
confidence: 99%