2016
DOI: 10.1145/3019008
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Augmenting reality for augmented reality

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Cited by 11 publications
(6 citation statements)
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“…This direct linking of object making to computer modelling changes the relationship of the learner to the making of the object and subsequent use. It also enables a haptic feedback loop for students who are not creating but rather using the physical objects on their own (Paas & Sweller, 2014), or within a MR simulation (Cowling, Tanenbaum, Birt, & Tanenbaum, 2016). This reduction in cost, and increased availability leads to increasing the potential of how these technologies can enhance classroom pedagogy, especially in distance paramedicine and airways management (Birt, Moore, & Cowling, 2017;Cowling, Moore, & Birt, 2015).…”
Section: D Printing and The Haptic Feedback Loopmentioning
confidence: 99%
“…This direct linking of object making to computer modelling changes the relationship of the learner to the making of the object and subsequent use. It also enables a haptic feedback loop for students who are not creating but rather using the physical objects on their own (Paas & Sweller, 2014), or within a MR simulation (Cowling, Tanenbaum, Birt, & Tanenbaum, 2016). This reduction in cost, and increased availability leads to increasing the potential of how these technologies can enhance classroom pedagogy, especially in distance paramedicine and airways management (Birt, Moore, & Cowling, 2017;Cowling, Moore, & Birt, 2015).…”
Section: D Printing and The Haptic Feedback Loopmentioning
confidence: 99%
“…This is now changing with the recent wave of low-cost immersive 3D VR technology by vendors such as Oculus Rift (oculusvr.com) and BYOD Mobile VR by Google through cardboard (vr.google.com/ cardboard) and Samsung through Gear VR (samsung.com/global/galaxy/gear-vr/); powerful free interactive 3D visualisation game software platforms, such as Unity 3D (unity3D.com); and integrated AR plugins such as Vuforia by PTC (vuforia.com). This presents an opportunity to explore methods to provide accessible smartphone-driven BYOD training to learners across multimodal classrooms using cutting-edge mobile MR [16][17][18][19] using AR, VR, 3D printing, and free game engine technology [20].…”
Section: Introductionmentioning
confidence: 99%
“…Comments such as "there should be a way for us to actually get more time doing skills" and "any software or equipment to at least go through the motions of doing the skills" helped shape the team's construction of the pedagogical problem and combined with the existing embodied conjectures [51] to include a mechanism for students to practice, as well as a model of the real tools, in line with [26,28,48].…”
Section: Discussionmentioning
confidence: 99%
“…Additionally, there is an emerging combined category, where many of these approaches are welded together, providing an augmentation of the space where the physical objects have value of their own, but this can be augmented using a physical object to add extra value to the world [48]. In this case, the MR device not only understands the physical world around it, but can also manipulate and represent objects within that world.…”
Section: Realmentioning
confidence: 99%