Show simple item record

dc.contributor.authorZarzycki, Andrzejen_US
dc.contributor.editorM. Bronstein and M. Teschneren_US
dc.date.accessioned2015-04-15T14:29:24Z
dc.date.available2015-04-15T14:29:24Z
dc.date.issued2015en_US
dc.identifier.urihttp://dx.doi.org/10.2312/eged.20151024en_US
dc.description.abstractThis paper discusses ways in which emerging interactive augmented reality (AR) technologies are being adopted by designers and extended into areas of tourism, education, entertainment and commerce. It discusses, in detail, project development stages and methodologies used to engage design focused students into, often complex, technological issues. The discussion is contextualized through a number of case studies of mobile and marker-based AR applications developed within the university curriculum.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategoriesen_US
dc.subjectHumanen_US
dc.subjectcentered computingen_US
dc.subjectHuman computer interaction (HCI)en_US
dc.subjectInteraction paradigmsen_US
dc.subjectMixed / augmented realityen_US
dc.titleAugmenting Design Curriculum with Location-Aware Technologiesen_US
dc.description.seriesinformationEG 2015 - Education Papersen_US
dc.description.sectionheadersEducation 2en_US
dc.identifier.doi10.2312/eged.20151024en_US
dc.identifier.pages31-37en_US


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record