Augmented Reality and Usability Best Practices: A Systematic Literature Mapping for Educational Videogames

Alberto Chang, Freddy Paz, Juan Jesús Arenas, Jaime Diaz

Producción científica: Capítulo del libro/informe/acta de congresoContribución a la conferenciarevisión exhaustiva

4 Citas (Scopus)

Resumen

Human-Computer Interaction and technology-aided instruction are beginning to focus on Augmented Reality (AR) path due to its ability to support different approaches for learning and entertainment. This kind of technology facilitates the student's attention by merging the real-world with virtual attributes. This paper presents a systematic mapping study of the use of Augmented Reality within video games and educational purposes.

Idioma originalInglés
Título de la publicación alojadaProceedings of the 2018 IEEE Sciences and Humanities International Research Conference, SHIRCON 2018
EditorialInstitute of Electrical and Electronics Engineers Inc.
ISBN (versión digital)9781538683743
DOI
EstadoPublicada - 27 dic. 2018
Evento2018 IEEE Sciences and Humanities International Research Conference, SHIRCON 2018 - Lima, Perú
Duración: 20 nov. 201822 nov. 2018

Serie de la publicación

NombreProceedings of the 2018 IEEE Sciences and Humanities International Research Conference, SHIRCON 2018

Conferencia

Conferencia2018 IEEE Sciences and Humanities International Research Conference, SHIRCON 2018
País/TerritorioPerú
CiudadLima
Período20/11/1822/11/18

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