3 research outputs found

    Augmented Reality

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    There is at present no publication specifically dedicated to analyzing the philosophical implications of augmented reality. Applications cover diverse fields like psychopathology and education, implications concern issues as diverse as negative knowledge, group cognition, the internet of things, and ontological issues, among others. In this way, it is intended not only to generate answers, but also, to draw attention to new problems that arise with the diffusion of augmented reality. In order to contemplate these problems from diverse perspectives, the authors are from a variety of fields - philosophy, computer sciences, education, psychology, and many more. Accordingly, the volume offers varied and interesting contributions which are of interest to professionals from multiple disciplines

    Augmented Reality

    No full text
    There is at present no publication specifically dedicated to analyzing the philosophical implications of augmented reality. Applications cover diverse fields like psychopathology and education, implications concern issues as diverse as negative knowledge, group cognition, the internet of things, and ontological issues, among others. In this way, it is intended not only to generate answers, but also, to draw attention to new problems that arise with the diffusion of augmented reality. In order to contemplate these problems from diverse perspectives, the authors are from a variety of fields - philosophy, computer sciences, education, psychology, and many more. Accordingly, the volume offers varied and interesting contributions which are of interest to professionals from multiple disciplines

    Model Augmented Reality Curriculum

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    Augmented Reality (AR) is a rapidly growing field in information and communication technologies, drawing increasing numbers of professionals. Higher education institutions, however, are struggling to keep abreast of its development and to train specialists quickly, providing few courses which sufficiently align with the needs of industry. In addition to this, the field is developing so rapidly that existing courses struggle to keep pace. They also often focus too narrowly on specifics to allow for the building of the formative foundations of AR education. This paper aims to address this need by proposing a blueprint curriculum in Computer Science Education for teaching AR in universities at two levels, foundations and advanced. To begin, we survey the state of the art, identifying common needs and problems in existing courses which focus on AR. We then detail a skills framework comprised of 12 groups of skills suitable to meet industry needs, and built upon it two model lesson plans for a foundation and an advanced course. We conclude with a discussion of assessment techniques and curricular design options of embedding such coursework into existing academic programs and a forecast of the future of this academic field
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