dc.contributor.author | Erdt, Marius | en_US |
dc.contributor.author | Maroothynaden, Jason | en_US |
dc.contributor.author | Peng, Junming | en_US |
dc.contributor.author | Müller-Wittig, Wolfgang | en_US |
dc.contributor.author | Gagnon, Paul | 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.20151025 | en_US |
dc.description.abstract | In this paper, we present a mobile Augmented Reality application that can be used for undergraduate anatomical education. It can be used in and out of the classroom. In the classroom, the application can track and augment 3D objects such as a cadaveric solid organ (e.g. heart) specimens as well as 3D plastic anatomical models without the use of observable markers. Out-side the classroom, virtual representations of the hearts were computed and added as an offline version to the application allowing students to self-learn. To allow students to ''sense-make'' concepts and add additional educational value to offline content, the application can also track 2D content like printed posters. Augmentation in 2D and 3D views via various digital content modalities supports students in learning and ''sense-making'' anatomical terms and concepts. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | K.3.2 [Computer and Information Science Education] | en_US |
dc.subject | Computer Science Education" | en_US |
dc.title | Augmented Reality as a Tool to Deliver e-Learning based Blended Content in and out of the Class-room | en_US |
dc.description.seriesinformation | EG 2015 - Education Papers | en_US |
dc.description.sectionheaders | Education 2 | en_US |
dc.identifier.doi | 10.2312/eged.20151025 | en_US |
dc.identifier.pages | 39-40 | en_US |