Augmented Reality and Usability Best Practices: A Systematic Literature Mapping for Educational Videogames
Human-Computer Interaction and technology-aided instruction are beginning to focus on Augmented Reality (AR) path due to its ability to support different approaches for learning and entertainment. This kind of technology facilitates the student’s attention by merging the real-world with virtual attributes. This paper presents a systematic mapping study of the use of Augmented Reality within video games and educational purposes.
Autor(es):CHANG, Alberto
PAZ, Freddy
ARENAS, Juan Jesús
DÍAZ, Jaime
Año: 2018
Título de la revista: 2018 IEEE Sciences and Humanities International Research Conference (SHIRCON 2018)
Ciudad: Lima, Perú
Volumen: 3
Número: 3
Página inicial - Página final: 1 - 5
ISSN: 978-1-5386-8376-7
Url: https://ieeexplore.ieee.org/document/8592976