Mathematics and geometry education with collaborative augmented reality
By H. Kaufmann, Dieter Schmalstieg. International Conference on Computer Graphics and Interactive Techniques, 2002
671 citations recorded by the source corpus.
Subfields: Automotive Engineering, Computer Vision and Pattern Recognition, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/91ef1391cb810ccb469b811afc44b7176429d265
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Vision and Pattern Recognition
- Carlos Delgado Kloos
- María-Blanca Ibáñez-Espiga
- Jing Du
- Daniel Baier
- Eric D. Ragan
- Andreas Lanitis
- A. Rese
- Erik Johnson
In Human-Computer Interaction
- Eleonora Pantano
- Daniel Baier
- Eric D. Ragan
- A. Rese
- Erik Johnson
- Steve Chi-Yin Yuen
- Gallayanee Yaoyuneyong
Citations in the corpus
- Augmented reality in science laboratories: The effects of augmented reality on university students' laboratory skills and attitudes toward science laboratories (2016, neutral): “The existing research focuses on issues such as development, usability, and initial implementation (Blake& Butcher-Green, 2009; El Sayed et al., 2011; Kaufmann & Schmalstieg, 2003).”
- Current status, opportunities and challenges of augmented reality in education (2013, neutral): “Several studies were at an early stage of development and relied on learners' self-reports of usability, preference, and efficiency to evaluate the learning effects, such as studies of ARSC (El Sayed et al., 2011), Construct3D (Kaufmann & Schmalstieg, 2003), and CONNECT (Arvanitis et al., 2007).”
- Impact assessment of reinforced learning methods on construction workers' fall risk behavior using virtual reality (2019, background): “tion operation [61,81], construction education [4,56], operation and maintenance [47,100], facility management [87], and safety training [85].”
- Augmented reality in Education — Cases, places, and potentials (2013, neutral): “…researchers have identified Augmented reality as having immense potential to enhance learning and teaching (for instance, Billinghurst & Duenser, 2012; Dede, 2009; Dunleavy, Dede, & Mitchell, 2009; Johnson, Adams, & Cummins, 2012; Kaufmann & Schmalstieg, 2003; Shelton, 2002; Squire & Jan, 2007).”
- Mobile Augmented Reality: The Potential for Education☆ (2013, background): “Moreover, AR also can enhance collaboration between students-students and also student-instructors (Billinghurst, 2002) as a result the transfer of learning can be maximized (Kaufmann & Schmalstieg, 2003).”
- Enhancing the online decision-making process by using augmented reality: A two country comparison of youth markets (2017, background): “Prior studies showed the usefulness of these new worlds for enhancing the education process, by providing an entertaining context for learners able to maximize the knowledge transfer of complex concepts (Kaufmann and Schmalstieg, 2003; Pan et al., 2006).”
- Experimenting with electromagnetism using augmented reality: Impact on flow student experience and educational effectiveness (2014, result): “…findings seem to support the outcomes of research studies (Andujar, Mejias, & Marquez, 2011; Chen, Chi, Hung, & Kang, 2011; Kamarainen et al., 2013; Kaufmann & Schmalstieg, 2003; Lin, Duh, Li, Wang, & Tsai, 2013), which showed that AR technology contributed to improve academic achievement compared…”
- Augmented Reality: An Overview and Five Directions for AR in Education (2011, background): “Kaufmann and his team have focused their AR research on applications in mathematics and geometry by creating an AR system to facilitate learning between instructors and students (Kaufmann, 2003; Kaufmann & Dünser, 2007; Kaufmann & Schmalstieg, 2003).”
- A critical evaluation, challenges, and future perspectives of using artificial intelligence and emerging technologies in smart classrooms (2023, background): “…there is evidence that VR technologies enhance students’ collaborative and communicative skills along with their cognitive and psychomotor skills (Kaufmann & Schmalstieg, 2002; Martín-Gutiérrez et al., 2017; Zhou et al., 2008) whereas VR technologies can be used for the training of the…”