2016
DOI: 10.1109/tla.2016.7555275
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Navigation and Visualization of Knowledge Organization Systems using Virtual Reality Glasses

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Cited by 9 publications
(3 citation statements)
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“…In addition to the zoos' self-motivated digitization efforts, this topic is also subject of various researches. In addition to the tracking and identification of animals [2], there exist approaches: to gamification [5], [20], augmented reality [20], virtual guiding and navigation [21], [22], mobile learning applications [23], [24], [25] and digital content management systems [26]. The corresponding research approaches were evaluated and prepared accordingly for the case study and the application within the workshops.…”
Section: Related Workmentioning
confidence: 99%
“…In addition to the zoos' self-motivated digitization efforts, this topic is also subject of various researches. In addition to the tracking and identification of animals [2], there exist approaches: to gamification [5], [20], augmented reality [20], virtual guiding and navigation [21], [22], mobile learning applications [23], [24], [25] and digital content management systems [26]. The corresponding research approaches were evaluated and prepared accordingly for the case study and the application within the workshops.…”
Section: Related Workmentioning
confidence: 99%
“…Furthermore, applications in mobile devices require extensive computational resources to be more intelligent. These applications include wearable medical equipment [2], virtual reality glasses [3], and selfdriving cars [4], etc. However, for computational resources and battery capacity limitations of mobile devices, the development of these emerging services and applications has been restricted.…”
Section: Introductionmentioning
confidence: 99%
“…There are numerous references that have focused on the creation of AR environments in education and their influence on motivation, as well as promoting motor activities; studies such as [6]- [7] present a 3D navigation structure through the use of mobile devices, based on a Knowledge Organization System (KOS) using school subjects about animals, in a population of children between 10 and 12 years, in order to analyze aspects of learning and usability, through a set of questions related to the system; the results show that, in the test carried out, most participants successfully identified the animals, their relationship with the habitat and the category of the animal, according to the classification defined in the KOS. Authors such as [8] propose a virtual environment based on 3D navigation for gestures with two hands, offering control on the speed of navigation, being easy and intuitive; when evaluating the technique with a set of participants, the study finds its feasibility making it easy to learn and use, in addition to reaching high rates of accuracy, performance and prediction speed.…”
Section: Introductionmentioning
confidence: 99%