dc.contributor.author | Zarzycki, Andrzej | en_US |
dc.contributor.editor | M. Bronstein and M. Teschner | en_US |
dc.date.accessioned | 2015-04-15T14:29:24Z | |
dc.date.available | 2015-04-15T14:29:24Z | |
dc.date.issued | 2015 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/eged.20151024 | en_US |
dc.description.abstract | This paper discusses ways in which emerging interactive augmented reality (AR) technologies are being adopted by designers and extended into areas of tourism, education, entertainment and commerce. It discusses, in detail, project development stages and methodologies used to engage design focused students into, often complex, technological issues. The discussion is contextualized through a number of case studies of mobile and marker-based AR applications developed within the university curriculum. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Categories | en_US |
dc.subject | Human | en_US |
dc.subject | centered computing | en_US |
dc.subject | Human computer interaction (HCI) | en_US |
dc.subject | Interaction paradigms | en_US |
dc.subject | Mixed / augmented reality | en_US |
dc.title | Augmenting Design Curriculum with Location-Aware Technologies | en_US |
dc.description.seriesinformation | EG 2015 - Education Papers | en_US |
dc.description.sectionheaders | Education 2 | en_US |
dc.identifier.doi | 10.2312/eged.20151024 | en_US |
dc.identifier.pages | 31-37 | en_US |