Augmented reality in informal learning environments: A field experiment in a mathematics exhibition
By Peter Sommerauer, Oliver Müller. Comput. Educ., 2014
310 citations recorded by the source corpus.
Subfields: Computer Vision and Pattern Recognition, Museology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/d1147628f57a04476964d73a122662d432d432b5
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
- R. Lindeman
- Mark Billinghurst
- Michael Kerres
- Josef Buchner
- Mehmet Akif Ocak
- Yu-Wen Chou
- J. Edward Swan II
- Murat Akçayır
In Human-Computer Interaction
Citations in the corpus
- Augmenting the learning experience in primary and secondary school education: a systematic review of recent trends in augmented reality game-based learning (2019, unknown): “2017; Sommerauer and Müller 2014).”
- The impact of augmented reality on cognitive load and performance: A systematic review (2021, background): “As a result, unnecessary cognitive load might be reduced or kept low and thus promote learning and task performance (Bressler & Bodzin, 2013; Goff et al., 2018; Santos et al., 2014, 2016; Sommerauer & Müller, 2014, 2018).”
- A Systematic Review of 10 Years of Augmented Reality Usability Studies: 2005 to 2014 (2018, background): “…instructions O + S HMD Time, Error/Accuracy, Formal 24 (10) Subjective feedback Shatte et al., 2014 Library management O HH Time Formal 35 (NA) Sommerauer and Müller, 2014 Education O HH Error/Accuracy, Rating Field 101 (39) (Continued) Frontiers in Robotics and AI | www.frontiersin.org 8…”
- Augmented reality in science laboratories: The effects of augmented reality on university students' laboratory skills and attitudes toward science laboratories (2016, background): “According to Sommerauer and Müller (2014), AR provides opportunities based upon this principle by combining printed text with virtual content (e.g., integrating videos into a textbook) or by augmenting physical objects with virtual text (e.g., displaying informative text at the top of a…”
- Animating eco-education: To see, feel, and discover in an augmented reality-based experiential learning environment (2016, background): “This approach makes it provide the rich information learners need to truly explore their environment, and limits the learning effectiveness of outdoor teaching (Sommerauer & Müller, 2014).”