Serendipitous Language Learning in Mixed Reality
暂无分享,去创建一个
Christian David Vazquez | Takako Aikawa | Pattie Maes | Afika Ayanda Nyati | Alexander Luh | Megan Fu | P. Maes | Takako Aikawa | C. Vazquez | Alexander Luh | Megan Fu
[1] Luc Van Gool,et al. Server-side object recognition and client-side object tracking for mobile augmented reality , 2010, 2010 IEEE Computer Society Conference on Computer Vision and Pattern Recognition - Workshops.
[2] Robert Godwin-Jones. Augmented reality and language learning: From annotated vocabulary to place-based mobile games , 2016 .
[3] Andrew Y. C. Nee,et al. Augmented Reality Aided Assembly Design and Planning , 2007 .
[4] Benedict Carey,et al. How We Learn: The Surprising Truth About When, Where, and Why It Happens , 2001 .
[5] J. Hulstijn,et al. Incidental Vocabulary Learning by Advanced Foreign Language Students: The Influence of Marginal Glosses, Dictionary Use, and Reoccurrence of Unknown Words , 1996 .
[6] Tsung-Yu Liu,et al. A context-aware ubiquitous learning environment for language listening and speaking , 2009, J. Comput. Assist. Learn..
[7] Daniel Wagner,et al. Augmented reality kanji learning , 2003, The Second IEEE and ACM International Symposium on Mixed and Augmented Reality, 2003. Proceedings..
[8] Hirokazu Kato,et al. Relation between location of information displayed by augmented reality and user's memorization , 2012, AH '12.
[9] S. Jabri. THE EFFECTS OF L1 AND L2 GLOSSES ON READING COMPREHENSION AND RECALLING IDEAS BY SAUDI STUDENTS , 2009 .
[10] M. Yoshii. L1 and L2 Glosses: Their Effects on Incidental Vocabulary Learning , 2006 .
[11] Kurt Squire,et al. Environmental Detectives—the development of an augmented reality platform for environmental simulations , 2008 .
[12] M. Erdelyi,et al. Has Ebbinghaus Decayed with Time? The Growth of Recall (Hypermnesia) over Days. , 1978 .
[13] Eva Hornecker,et al. Of pages and paddles: Children's expectations and mistaken interactions with physical-digital tools , 2009, Interact. Comput..
[14] J. Sykes,et al. Mentira: prototyping language-based locative gameplay , 2012 .
[15] Jennifer Healey,et al. Augmented Reality through Wearable Computing , 1997, Presence: Teleoperators & Virtual Environments.
[16] Min-Chai Hsieh,et al. Interaction Design Based on Augmented Reality Technologies for English Vocabulary Learning , 2010 .
[17] A. Paivio,et al. Dual coding theory and education , 1991 .
[18] Allen G. Taylor,et al. What Is the Microsoft HoloLens , 2016 .
[19] Pattie Maes,et al. TagAlong: Informal Learning from a Remote Companion with Mobile Perspective Sharing , 2015 .
[20] Mariano Alcañiz Raya,et al. Design and validation of an augmented book for spatial abilities development in engineering students , 2010, Comput. Graph..
[21] Kurt Squire,et al. Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers , 2007 .
[22] Rodrigo L. S. Silva,et al. Applying Object Recognition and Tracking to Augmented Reality for Information Visualization , 2004 .
[23] Hirokazu Kato,et al. Augmented reality as multimedia: the case for situated vocabulary learning , 2016, Res. Pract. Technol. Enhanc. Learn..