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dc.contributor.authorAltınpulluk, Hakan
dc.contributor.editorChova, LG
dc.contributor.editorMartinez, AL
dc.contributor.editorTorres, IC
dc.date.accessioned2019-10-18T19:26:45Z
dc.date.available2019-10-18T19:26:45Z
dc.date.issued2017
dc.identifier.isbn978-84-697-6957-7
dc.identifier.issn2340-1095
dc.identifier.urihttps://hdl.handle.net/11421/11581
dc.description10th Annual International Conference of Education, Research and Innovation (ICERI) -- NOV 16-18, 2017 -- Seville, SPAINen_US
dc.descriptionWOS: 000429975303108en_US
dc.description.abstractAugmented Reality (AR) is the enrichment of the objects and spaces in the physical world through the use of computer generated artificial, virtual and synthetic 3D elements. Different from virtual reality, AR does not replace the actual world, but rather it enriches the actual world environment with 3D digital elements. AR can be used in many different fields, such as military research, the games industry, medicine, and engineering, and is becoming increasingly widespread as an innovative technology and an interdisciplinary field. In particular, the fact that mobile devices such as smartphones and tablet computers have more powerful processors, higher resolution screens and more highly-developed cameras, and are empowered with features such as GPS, digital compasses and accelerometers, has contributed to AR becoming ever more widespread. There are several reports (Horizon Reports, Abi Research, Juniper Research Reports) regarding the current and future status of AR that include some anticipation. The common point of all the reports is the fact that AR will become more widespread and effective in the future. Although this study contains the trends in the fields such as engineering, game sector and marketing its focal points are "educational environments" and "open and distance learning". Particular focus will be on AR usage within the context of educational technologies and making forecasts for the future. The study will be supported with infographics, tables and visuals and a detailed analysis will be made. In the relevant literature no similar comprehensive literature analysis has been encountered. This study is expected to fill this gap in the literature. In this study, an implication is aimed to be made through analyzing all trend reports about AR in the literature, articles, and other academic publications through conducting an in-depth literature review and content analysis methods. As a result, a contribution to the literature will be made through a comprehensive study that includes predictions about the current and future status of AR.en_US
dc.language.isoengen_US
dc.publisherIATED-Int Assoc Technology Education & Developmenten_US
dc.relation.ispartofseriesICERI Proceedings
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.subjectAugmented Realityen_US
dc.subjectVirtual Realityen_US
dc.subjectEducational Technologyen_US
dc.subjectOpen And Distance Learningen_US
dc.subjectTrendsen_US
dc.subjectForecastsen_US
dc.subjectIn-Depth Literature Reviewen_US
dc.titleCurrent Trends in Augmented Reality and Forecasts About the Futureen_US
dc.typeconferenceObjecten_US
dc.relation.journal10th International Conference of Education, Research and Innovation (Iceri2017)en_US
dc.contributor.departmentAnadolu Üniversitesi, Açıköğretim Fakültesi, Uzaktan Öğretim Anabilim Dalıen_US
dc.identifier.startpage3649en_US
dc.identifier.endpage3655en_US
dc.relation.publicationcategoryKonferans Öğesi - Uluslararası - Kurum Öğretim Elemanıen_US
dc.contributor.institutionauthorAltınpulluk, Hakan


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