Khan, M., & y, P. de B. (2012). Creating Tangible Cultural Learning Opportunities for Indigenous Dance with Motion Detecting Technologies. 57—+. Rochester, NY. https://doi.org/10.1109/IGIC.2012.6329834
Muqeem Khan Penny yAugmented reality Augmented reality Cultural heritages Cultural learning Dance movement Detecting technology Future generations Gaming technology heritage Knowledge management Knowledge transfer Learning opportunity Motion detecting Technologies Motion sensing Museum Technologie museums Prerecorded video Serious Gaming Serious gaming Social interactions Spoken words Video contents Video reproduction
Khan, M., & y, P. de B. (2012). Creating Tangible Cultural Learning Opportunities for Indigenous Dance with Motion Detecting Technologies. 57—+. Rochester, NY. https://doi.org/10.1109/IGIC.2012.6329834
Muqeem Khan Penny yAugmented reality Augmented reality Cultural heritages Cultural learning Dance movement Detecting technology Future generations Gaming technology heritage Knowledge management Knowledge transfer Learning opportunity Motion detecting Technologies Motion sensing Museum Technologie museums Prerecorded video Serious Gaming Serious gaming Social interactions Spoken words Video contents Video reproduction
Katuscakova, M., Capkova, E., & Grecnar, J. (2019). Capturing and Sharing Intangible Cultural Heritage Through Knowledge Visualisation and Knowledge Modelling Tools. 1, 612-619. Academic Conferences Limited. https://doi.org/10.34190/KM.19.162
Marcela Katuscakova Eva Capkova Juraj GrecnarAugmented reality Intangible cultural heritage Intangible cultural heritages Iterative methods Knowledge capture Knowledge management Knowledge modelling Knowledge visualisation storytelling Visualization
Espinoza Méndez, E. M. (2020). Augmented Reality as an Educational Resource Applied to the Teaching of Pre-Columbian Cultures Settled in the Pumapungo Archaeological Park (Vol. 1294). In (Vol. 1294). Springer Science and Business Media Deutschland GmbH. https://doi.org/10.1007/978-3-030-60703-6_46
E.M. Espinoza MéndezAugmented reality Augmented reality Bibliographic references Bibliographic retrieval systems Constructionism Educational resource Free software Game Human computer interaction Learning by doing Learning process Learning systems museum Non-formal learning Pedagogy Primary school children Research and development pre-Columbian cultures
Espinoza Méndez, E. M. (2020). Augmented Reality as an Educational Resource Applied to the Teaching of Pre-Columbian Cultures Settled in the Pumapungo Archaeological Park (Vol. 1294). In (Vol. 1294). Springer Science and Business Media Deutschland GmbH. https://doi.org/10.1007/978-3-030-60703-6_46
E.M. Espinoza MéndezAugmented reality Augmented reality Bibliographic references Bibliographic retrieval systems Constructionism Educational resource Free software Game Human computer interaction Learning by doing Learning process Learning systems museum Non-formal learning Pedagogy Primary school children Research and development pre-Columbian cultures
Santano, D., & Thwaites, H. (2018). Augmented Reality Storytelling: A Transmedia Exploration. 443-446. Institute of Electrical and Electronics Engineers Inc. https://doi.org/10.1109/DigitalHeritage.2018.8809996
Delas Santano Harold ThwaitesAugmented reality Production designs Research papers Subject matters Augmented reality Culture and heritage intangible heritage storytelling Transmedia
Santano, D., & Thwaites, H. (2018). Augmented Reality Storytelling: A Transmedia Exploration. 443-446. Institute of Electrical and Electronics Engineers Inc. https://doi.org/10.1109/DigitalHeritage.2018.8809996
Delas Santano Harold ThwaitesAugmented reality Production designs Research papers Subject matters Augmented reality Culture and heritage intangible heritage storytelling Transmedia
Ntagiantas, A., Manousos, D., Konstantakis, M., Aliprantis, J., & Caridakis, G. (2021). Augmented Reality children s book for intangible cultural heritage through participatory content creation and promotion. Case study: the pastoral life of Psiloritis as a UNESCO World Geopark. 1-4. Institute of Electrical and Electronics Engineers Inc. https://doi.org/10.1109/SMAP53521.2021.9610762
Antonios Ntagiantas Dimitris Manousos Markos Konstantakis John Aliprantis George Caridakis IEEEAR Book Augmented reality Augmented reality Augmented reality book Augmented reality technology Case-studies Children books Content creation Digital storytelling Digital storytelling evaluation Intangible cultural heritage Intangible cultural heritages Technology assimilations User experience Users experiences
Ntagiantas, A., Manousos, D., Konstantakis, M., Aliprantis, J., & Caridakis, G. (2021). Augmented Reality children s book for intangible cultural heritage through participatory content creation and promotion. Case study: the pastoral life of Psiloritis as a UNESCO World Geopark. 1-4. Institute of Electrical and Electronics Engineers Inc. https://doi.org/10.1109/SMAP53521.2021.9610762
Antonios Ntagiantas Dimitris Manousos Markos Konstantakis John Aliprantis George Caridakis IEEEAR Book Augmented reality Augmented reality Augmented reality book Augmented reality technology Case-studies Children books Content creation Digital storytelling Digital storytelling evaluation Intangible cultural heritage Intangible cultural heritages Technology assimilations User experience Users experiences
Cai, D., & Huai, Y. (2018). Application of interactive forestry science popularisation based on enhanced experience. Ippta: Quarterly Journal Of Indian Pulp And Paper Technical Association, 30, 190-196. Retrieved de https://www.scopus.com/inward/record.uri?eid=2-s2.0-85057204231&partnerID=40&md5=e30fbe3affdff7452b7e7a36286ae067
D. Cai Y. HuaiApplication Art of Flower Arrangement Augmented reality Chinese Dimensions Displaying Enhanced Experience Forestry Forestry Science Popularisation Forestry science Image enhancement Interactive applications Interactive applications Research Science Technology Three Dimensional Images Three dimensional computer graphics Three dimensional images timber