Augmented Reality as a Tool to Deliver e-Learning based Blended Content in and out of the Class-room

dc.contributor.authorErdt, Mariusen_US
dc.contributor.authorMaroothynaden, Jasonen_US
dc.contributor.authorPeng, Junmingen_US
dc.contributor.authorMüller-Wittig, Wolfgangen_US
dc.contributor.authorGagnon, Paulen_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.description.abstractIn this paper, we present a mobile Augmented Reality application that can be used for undergraduate anatomical education. It can be used in and out of the classroom. In the classroom, the application can track and augment 3D objects such as a cadaveric solid organ (e.g. heart) specimens as well as 3D plastic anatomical models without the use of observable markers. Out-side the classroom, virtual representations of the hearts were computed and added as an offline version to the application allowing students to self-learn. To allow students to ''sense-make'' concepts and add additional educational value to offline content, the application can also track 2D content like printed posters. Augmentation in 2D and 3D views via various digital content modalities supports students in learning and ''sense-making'' anatomical terms and concepts.en_US
dc.description.sectionheadersEducation 2en_US
dc.description.seriesinformationEG 2015 - Education Papersen_US
dc.identifier.doi10.2312/eged.20151025en_US
dc.identifier.pages39-40en_US
dc.identifier.urihttps://doi.org/10.2312/eged.20151025en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectK.3.2 [Computer and Information Science Education]en_US
dc.subjectComputer Science Education"en_US
dc.titleAugmented Reality as a Tool to Deliver e-Learning based Blended Content in and out of the Class-roomen_US
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