Article ID Journal Published Year Pages File Type
1111225 Procedia - Social and Behavioral Sciences 2015 5 Pages PDF
Abstract

An increasing number of applications that use virtual reality technology have appeared in the classroom recently. Augmented reality (AR) uses humanized and interactive operations to allow students to learn from a total immersion experience. The market for keyboard- and mouse-based gaming is gradually being replaced by real-time interactive and sensory games. The application of AR technology can be seen in a variety of areas such as news, travel, sports, and commercials in which tangible and exciting experiences occur. Educators and technical developers are beginning to exploit the capabilities of AR technologies to enable new forms of learning in various fields. AR uses virtual objects that simulate a real environment and, if it can integrate image recognition and detection technology, its influence in gaming and education could be powerful. This study develops an AR system and tries to determine its advantage and drawbacks.

Related Topics
Social Sciences and Humanities Arts and Humanities Arts and Humanities (General)