Interactive books in augmented reality for mobile devices: A case study in the learning of geometric figures

dc.contributor.authorCorrea A.G.D.
dc.date.accessioned2024-03-13T00:56:18Z
dc.date.available2024-03-13T00:56:18Z
dc.date.issued2015
dc.description.abstract© 2016, IGI Global. All rights reserved.One of the methods of teaching that has brought significant contributions to the field of education is augmented reality. This technology transformed learning into a more motivating, enjoyable, fun, and interesting activity. This chapter contributes an augmented reality application for mobile devices that complements and supports the learning of geometric figures. The application, called AGeRA, consists of a geometry book and software capable of reading special markers inserted into the book's content. When this book is placed in front of the camera of a mobile device, 3D objects, sounds, animations, and other interactive elements leap from book pages making learning more fun and exciting. Preliminary tests were made with teachers and students and showed good acceptance of the application to support the teaching of geometry.
dc.description.firstpage1238
dc.description.lastpage1256
dc.description.volume3-4
dc.identifier.doi10.4018/978-1-4666-8751-6.ch053
dc.identifier.urihttps://dspace.mackenzie.br/handle/10899/36147
dc.relation.ispartofMobile Computing and Wireless Networks: Concepts, Methodologies, Tools, and Applications
dc.rightsAcesso Restrito
dc.titleInteractive books in augmented reality for mobile devices: A case study in the learning of geometric figures
dc.typeCapítulo de livro
local.scopus.citations1
local.scopus.eid2-s2.0-84958725469
local.scopus.subject3D object
local.scopus.subjectAugmented reality applications
local.scopus.subjectInteractive books
local.scopus.subjectInteractive elements
local.scopus.subjectMethods of teachings
local.scopus.updated2024-05-01
local.scopus.urlhttps://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=84958725469&origin=inward
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