Semiotics, memory and augmented reality: History education with learner-generated augmentation.
Kenneth Y. T. LimRyan LimPublished in: Br. J. Educ. Technol. (2020)
Keyphrases
- augmented reality
- e learning
- learning games
- markerless
- human computer interaction
- virtual objects
- virtual reality
- mixed reality
- virtual learning environments
- language learning
- real environment
- learning materials
- artificial intelligence
- learning environment
- mobile augmented reality
- promising experimental results demonstrate
- distance learning
- real objects
- learning process
- higher education
- pose estimation
- image processing
- computer vision