Examining User Experience in an Augmented Reality Adventure Game: Case Luostarinmäki Handicrafts Museum
暂无分享,去创建一个
Sami Jokela | Tuomas Mäkilä | Teijo Lehtonen | Olli I. Heimo | Timo Korkalainen | Lauri Viinikkala | Kaapo Seppälä | Seppo Helle | Lauri Härkänen | Lauri Järvenpää | Juho Pääkylä | Jussi Latvala | Frans Saukko | Tuomas Mäkilä | Kaapo Seppälä | Timo Korkalainen | T. Lehtonen | Lauri Viinikkala | S. Helle | Sami Jokela | Juho Pääkylä | Jussi Latvala | Lauri Härkänen | Lauri Järvenpää | Frans Saukko
[1] Hugh F. Durrant-Whyte,et al. Simultaneous localization and mapping: part I , 2006, IEEE Robotics & Automation Magazine.
[2] José Luis Lerma,et al. Photogrammetry and augmented reality for cultural heritage applications , 2009 .
[3] Blair MacIntyre,et al. A psychological perspective on augmented reality in the mathematics classroom , 2013, Comput. Educ..
[4] Mark Ollila,et al. UMAR: Ubiquitous Mobile Augmented Reality , 2004, MUM '04.
[5] Fumio Kishino,et al. Augmented reality: a class of displays on the reality-virtuality continuum , 1995, Other Conferences.
[6] Kai Kimppa,et al. First dose is always freemium , 2016, SIGCAS Comput. Soc..
[7] Ronald Azuma,et al. A Survey of Augmented Reality , 1997, Presence: Teleoperators & Virtual Environments.
[8] Timothy Jung,et al. Examining the Cultural Differences in Acceptance of Mobile Augmented Reality: Comparison of South Korea and Ireland , 2015, ENTER.
[9] Carlos Delgado Kloos,et al. Impact of an augmented reality system on students' motivation for a visual art course , 2013, Comput. Educ..
[10] John Krogstie,et al. Mobile augmented reality for cultural heritage: A technology acceptance study , 2012, 2012 IEEE International Symposium on Mixed and Augmented Reality (ISMAR).