Academic literature on the topic 'Reality augmented'

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Journal articles on the topic "Reality augmented"

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Feriyadi, Nur. "The Augmented Reality 3D Object Augmented Reality." KOPERTIP : Jurnal Ilmiah Manajemen Informatika dan Komputer 2, no. 2 (2018): 76–83. http://dx.doi.org/10.32485/kopertip.v2i2.46.

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Dr.Shubhangi, DC, Waheed Dr.M.A, Ayesha Amatul, and Gadgay Dr.Basavaraj. "Augmented Reality." JOURNAL OF SCIENTIFIC RESEARCH & TECHNOLOGY (JSRT) (www.jsrtjournal.com) 1, no. 1 (2023): 28–35. https://doi.org/10.5281/zenodo.7883842.

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The term "augmented reality" refers to the merging of the physical environment with digital elements. Computer-generated visuals are superimposed upon the actual environment to accomplish this. There are four main categories of augmented reality: marker-based, marker-less, projection-based, and superimposition-based. It may be used for a wide variety of practical purposes. The medical, educational, industrial, robotic, and even the entertainment industries have all found uses for augmented reality. Mixed reality encompasses the realm of augmented reality. One way to look at it is as
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Strehovec, Janez. "Augmented Reality, Augmented Perception." Glimpse 3, no. 1 (2001): 73–78. http://dx.doi.org/10.5840/glimpse20013114.

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Pramono, Anang, and Irfanda Faishal Huda. "Perancangan Game Edukasi Pengenalan Hewan 3D Berbasis Android dengan Augmented Reality untuk Anak Usia Dini." NUCLEUS 5, no. 1 (2024): 1–15. http://dx.doi.org/10.37010/nuc.v5i1.1477.

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Augmented Reality Pengenalan Binatang merupakan suatu media pembelajaran pengenalan hewan untuk anak usia dini dengan memanfaatkan Augmented Reality sebagai metode pembelajaran pengenalan hewan yang diharapkan dapat menjadi media pembelajaran dan memberikan suasana belajar baru bagi anak. Pada umumnya anak kecil cepat bosan apabila buku yang digunakan selalu sama dalam proses belajar. Untuk itu perlu adanya inovasi baru untuk meningkatkan daya minat anak-anak dalam proses pembelajaran. Augmented Reality bisa menghadirkan bentuk tidak nyata ke dalam dunia nyata. Mekanisme Augmented Reality meng
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Pramono, Anang, and Irfanda Faishal Huda. "Perancangan Game Edukasi Pengenalan Hewan 3D Berbasis Android dengan Augmented Reality untuk Anak Usia Dini." NUCLEUS 4, no. 2 (2023): 121–35. http://dx.doi.org/10.37010/nuc.v4i2.1477.

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Augmented Reality Pengenalan Binatang merupakan suatu media pembelajaran pengenalan hewan untuk anak usia dini dengan memanfaatkan Augmented Reality sebagai metode pembelajaran pengenalan hewan yang diharapkan dapat menjadi media pembelajaran dan memberikan suasana belajar baru bagi anak. Pada umumnya anak kecil cepat bosan apabila buku yang digunakan selalu sama dalam proses belajar. Untuk itu perlu adanya inovasi baru untuk meningkatkan daya minat anak-anak dalam proses pembelajaran. Augmented Reality bisa menghadirkan bentuk tidak nyata ke dalam dunia nyata. Mekanisme Augmented Reality meng
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Ling, Haibin. "Augmented Reality in Reality." IEEE MultiMedia 24, no. 3 (2017): 10–15. http://dx.doi.org/10.1109/mmul.2017.3051517.

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Cardoso, Ava Linda. "Augmented Reality." International Journal of Engineering and Management Sciences 4, no. 3 (2019): 1–9. http://dx.doi.org/10.21791/ijems.2019.3.1.

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This paper is an overview of augmented reality’s basic concepts and its connection to the logistics field. The paper includes a brief history of the tech and how it differs to the virtual reality. The main goal is to understand how augmented reality is being used in logistics to innovate and enhance services. It refers to how courier and freight companies are taking advantage of this technology to upgrade the warehouses, transportation and enhance value added services. It also analyses how the retail market is modernizing its stores and is using mobile applications for online shopping. Using a
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Pandya, Aniket. "AUGMENTED REALITY." INTERNATIONAL JOURNAL OF RESEARCH IN ADVANCE ENGINEERING 1, no. 1 (2015): 10. http://dx.doi.org/10.26472/ijrae.v1i1.8.

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O’Reilly, M. K., P. J. Heagerty, L. S. Gold, D. F. Kallmes, and J. G. Jarvik. "Augmented Reality." American Journal of Neuroradiology 41, no. 8 (2020): E67—E68. http://dx.doi.org/10.3174/ajnr.a6587.

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Lensing, Philipp. "Augmented Reality." MedienWirtschaft 11, no. 2 (2014): 38–41. http://dx.doi.org/10.15358/1613-0669-2014-2-38.

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Während der Terminator in James Camerons gleichnamigem Kultfilm bereits 1984 in den Genuss der erweiterten Realität kam, mussten wir Menschen darauf mehrere Jahre warten. Doch dank moderner Technik und effizienter Algorithmen können wir uns heute ebenfalls nützliche Informationen direkt ins Sichtfeld einblenden lassen – und das, ganz ohne zum mordlustigen Roboter zu werden.
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Dissertations / Theses on the topic "Reality augmented"

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Bernelind, Sarah. "Navigation in Augmented Reality, Navigation i Augmented Reality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-172907.

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The concept of augmented reality has existed since the 60’s. In this thesis it has been investigated if navigation using a mobile device would benefit, from a usability perspective, if the navigational data were presented using augmented reality instead of a standardized map. The usability principles from which the applications were evaluated are learnability, user satisfaction, efficiency and effectivity. An AR prototype was developed and tested against a standard map, in the form of Google Maps, both used on a smart phone. The experiments were performed using think aloud during the tests and
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Nikobonyadrad, Sam. "Augmented Reality for Product Packaging : An Android Augmented Reality App." Thesis, Mittuniversitetet, Institutionen för informationsteknologi och medier, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-16549.

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Augmented Reality for smartphones, while still in its initial stages, has a great potential in relation to the future path of mobile marketing and has already shown significant market presence thus far. However, Augmented Reality is an almost new concept, but its basis and techniques have been used for years. By generating enthusiasm in the retail market, Augmented Reality presents many opportunities. Simulating virtual interaction in real-time for an unknown product, encourages customers to experience an advertisement. The sense enhancement that Augmented Reality provides over a real-world en
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Drews, Timothy. "Shared augmented reality: a framework for networked augmented reality applications." Thesis, McGill University, 2013. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=119674.

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In this thesis we detail the development of a software framework for networked augmented reality applications. We discuss vision-based tracking of planar surfaces, sensor fusion based pose estimation, and the overall implementation of our system. The primary focus of this thesis is our sensor fusion based tracking approach, which uses a novel extended Kalman filter formulation that takes advantage of the group structure of rotations. We provide an extensive derivation of this formulation, and validate the approach using both simulation and ground truth data obtained via a motion capture system
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Scheinerman, Matt. "Exploring augmented reality." Diss., Connect to the thesis, 2009. http://hdl.handle.net/10066/3720.

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Ryu, Calvin Keetae. "Investigating Augmented Reality Opportunities: Empowering Retail Service Agents With Augmented Reality." Research Showcase @ CMU, 2017. http://repository.cmu.edu/theses/122.

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This thesis attempts to investigate of how AR can create a beneficial impact on consumers’ lives. The question of AR technology might be used to enhance the in-store shopping experience is investigated, since this has recently been challenged by the emergence and continued growth of online shopping. E-commerce has offered many retail innovations including personalizing information to individual customers. These advances have not been easy to bring to retail environments, which still make up the bulk of people’s shopping. Salespeople want to engage customers on a personal level, and they want t
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Zelený, Martin. "Marketing and Augmented Reality." Master's thesis, Vysoká škola ekonomická v Praze, 2010. http://www.nusl.cz/ntk/nusl-71866.

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The main goal of this diploma thesis is to identify the usage of augmented reality in contemporary marketing practice and the expectations of marketers for the future use. This will be achieved by conducting a quantitative and qualitative research among existing creative and advertising companies. Secondary goal is introducing the concept of augmented reality from the theoretical point of view and also description of potential utilization based on known examples. The tools for the practical part are an online questionnaire and personal interviews.
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Gankhuyag, Azjargal, Bingqing Xiang, and Victoria Bonnevie. "Augmented Reality : The current and potential use of augmented reality in B2B." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-45310.

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In today’s world, we live in a technologically advanced environment where information access is huge and limitless. The advantage to this is that, people are able to create more information, share and communicate with each other instantly on the go regardless of where they are in the world. However on the downside, with endless information, it becomes confusing and difficult to filter which information is right for a person’s need. This goes hand-in-hand for business companies, as it requires strategic processes and tools to identify the information from the market, store and evaluate it into
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Coelho, Enylton Machado. "Spatially Adaptive Augmented Reality." Diss., Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/7583.

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One of the most important problems in real-time, mobile augmented reality is *registration error* -- the misalignment between the computer generated graphics and the physical world the application is trying to augment. Such misalignment may either cause the information presented by the application to be misleading to the user or make the augmentation meaningless. In this work, we question the implied assumption that registration error must be eliminated for AR to be useful. Instead, we take the position that registration error will never be eliminated and that application developers can build
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Seichter, Hartmut. "Augmented reality aided design." Thesis, View the Table of Contents & Abstract, 2007. http://sunzi.lib.hku.hk/hkuto/record/B38289052.

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Zivanovic, Ivan. "Gyroscope based augmented reality." Thesis, Södertörns högskola, Institutionen för kommunikation, medier och it, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-16586.

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This paper describes the development of augmented reality system using the sensor and Bluetooth technologies incorporated together with a 3D program. The system is used to produce a virtual reality that can be augmented through the projector device into real world. The concept is to create 3D environment where the virtual camera, which is placed within the 3D environment, would be controlled by the external controller in real time. The movement of the camera is controlled by the motion of the controller; therefore the projection of the 3D environment corresponds to the position of the controll
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Books on the topic "Reality augmented"

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Peddie, Jon. Augmented Reality. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54502-8.

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Tönnis, Marcus. Augmented Reality. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-14179-9.

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Peddie, Jon. Augmented Reality. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-32581-6.

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Geroimenko, Vladimir, ed. Augmented Reality Art. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-96863-2.

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Geroimenko, Vladimir, ed. Augmented Reality Art. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-06203-7.

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Geroimenko, Vladimir, ed. Augmented Reality Art. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-69932-5.

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tom Dieck, M. Claudia, Timothy H. Jung, and Sandra M. C. Loureiro, eds. Augmented Reality and Virtual Reality. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-68086-2.

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tom Dieck, M. Claudia, and Timothy Jung, eds. Augmented Reality and Virtual Reality. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-06246-0.

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Bourdot, Patrick, Victoria Interrante, Regis Kopper, Anne-Hélène Olivier, Hideo Saito, and Gabriel Zachmann, eds. Virtual Reality and Augmented Reality. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-62655-6.

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Jung, Timothy, and M. Claudia tom Dieck, eds. Augmented Reality and Virtual Reality. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-64027-3.

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Book chapters on the topic "Reality augmented"

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Peddie, Jon. "Introduction." In Augmented Reality. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54502-8_1.

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Peddie, Jon. "Conclusions and Future Possibilities." In Augmented Reality. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54502-8_10.

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Peddie, Jon. "Types of Augmented Reality." In Augmented Reality. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54502-8_2.

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Peddie, Jon. "We’ll All Be Experts Now." In Augmented Reality. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54502-8_3.

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Peddie, Jon. "Overview of Augmented Reality System Organization." In Augmented Reality. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54502-8_4.

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Peddie, Jon. "Historical Overview." In Augmented Reality. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54502-8_5.

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Peddie, Jon. "Key Applications." In Augmented Reality. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54502-8_6.

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Peddie, Jon. "Software Tools and Technologies." In Augmented Reality. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54502-8_7.

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Peddie, Jon. "Technology Issues." In Augmented Reality. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54502-8_8.

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Peddie, Jon. "Suppliers." In Augmented Reality. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54502-8_9.

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Conference papers on the topic "Reality augmented"

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Malik, Naman, and Vaibhav Nijhawan. "Augmented Reality Manipulator." In 2025 International Conference on Innovation in Computing and Engineering (ICE). IEEE, 2025. https://doi.org/10.1109/ice63309.2025.10983947.

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Schofield, Tom, Diego Trujillo Pisanty, Gabriella Arrigoni, Kim Reynolds, and Rachel Pattinson. "Magical Realism and Augmented Reality." In DIS '19: Designing Interactive Systems Conference 2019. ACM, 2019. http://dx.doi.org/10.1145/3322276.3322293.

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Dubois, Emmanuel, and Laurence Nigay. "Augmented reality." In DARE 2000. ACM Press, 2000. http://dx.doi.org/10.1145/354666.354695.

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Mackay, Wendy E. "Augmented reality." In DARE 2000. ACM Press, 2000. http://dx.doi.org/10.1145/354666.354697.

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Arusoaie, Andrei, Alexandru Ionut Cristei, Cristian Chircu, Mihai Andrei Livadariu, Vlad Manea, and Adrian Iftene. "Augmented Reality." In 12th International Symposium on Symbolic and Numeric Algorithms for Scientific Computing (SYNASC 2010). IEEE, 2010. http://dx.doi.org/10.1109/synasc.2010.53.

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Schmalsteig, Dieter, and Tobias Hollerer. "Augmented reality." In SIGGRAPH '16: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2016. http://dx.doi.org/10.1145/2897826.2927365.

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Roesner, Franziska, Tamara Denning, Bryce Clayton Newell, Tadayoshi Kohno, and Ryan Calo. "Augmented reality." In UbiComp '14: The 2014 ACM Conference on Ubiquitous Computing. ACM, 2014. http://dx.doi.org/10.1145/2638728.2641709.

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Mackay, Wendy E. "Augmented reality." In the working conference. ACM Press, 1998. http://dx.doi.org/10.1145/948496.948498.

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Blachnitzky, Ben. "Augmented reality." In 2012 IEEE Hot Chips 24 Symposium (HCS). IEEE, 2012. http://dx.doi.org/10.1109/hotchips.2012.7476467.

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Gangurde, Madhavi. "Augmented reality." In the International Conference & Workshop. ACM Press, 2011. http://dx.doi.org/10.1145/1980022.1980349.

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Reports on the topic "Reality augmented"

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Farrar, Charles. Data Visualization -Augmented Reality. Office of Scientific and Technical Information (OSTI), 2024. http://dx.doi.org/10.2172/2315692.

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Amburn, Charles R., Nathan L. Vey, Michael W. Boyce, and Jerry R. Mize. The Augmented REality Sandtable (ARES). Defense Technical Information Center, 2015. http://dx.doi.org/10.21236/ada622471.

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Kiv, Arnold E., Mariya P. Shyshkin, Serhiy O. Semerikov, Andrii M. Striuk, and Yuliia V. Yechkalo. AREdu 2019 – How augmented reality transforms to augmented learning. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3676.

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This is an introductory text to a collection of papers from the AREdu 2019: The 2nd International Workshop on Augmented Reality in Education, which was held in Kryvyi Rih, Ukraine, on the March 22, 2019. It consists of short introduction, papers review and some observations about the event and its future.
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Aronoff, Matthew, and John Messina. Collaborative augmented reality for better standards. National Institute of Standards and Technology, 2007. http://dx.doi.org/10.6028/nist.ir.7441.

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Choong, Yee-Yin. Augmented Reality (AR) Usability Evaluation Framework:. National Institute of Standards and Technology, 2022. http://dx.doi.org/10.6028/nist.ir.8422.

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Panchenko, Liubov F., and Ivan O. Muzyka. Analytical review of augmented reality MOOCs. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3750.

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The aim of the article is to provide an analytical review of the content of massive open online courses about augmented reality and its use in education with the further intent to create a special course for the professional development system for the research and teaching personnel in postgraduate education. The object of research is massive open online courses. The subject of the study is the structure and content of augmented reality MOOCs which are offered by acclaimed providers of the world. The methods of research are: the analysis of publications on the problem; the analysis of MOOCs’ c
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Panchenko, Liubov F., Tetiana A. Vakaliuk, and Kateryna V. Vlasenko. Augmented reality books: concepts, typology, tools. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/4414.

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The article discussed the usage of augmented reality books in educational process. The object of research is augmented reality books. The subject of the study is the concepts and classification of augmented reality books; digital story making tools that emphasize child-teacher co-operation; difficulties in augmented reality using. The methods of research are: the analysis of publications about the issue; the analysis of digital tools capabilities; systematization and generalization of research information. In the article the facet classification for augmented books is proposed; the main facets
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Wilson, Nicholas. Augmented and Virtual Reality Telecommunication Tool. Iowa State University, 2020. http://dx.doi.org/10.31274/cc-20240624-264.

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Pochtoviuk, Svitlana I., Tetiana A. Vakaliuk, and Andrey V. Pikilnyak. Possibilities of application of augmented reality in different branches of education. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3756.

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Augmented reality has a great impact on the student in the presentation of educational material: objects of augmented reality affect the development of facial expressions, attention, stimulate thinking, and increase the level of understanding of information. Its implementation in various spheres has indisputable advantages: realism, clarity, application in many industries, information completeness and interactivity. That is why the study presents the possibilities of using augmented reality in the study of mathematics, anatomy, physics, chemistry, architecture, as well as in other fields. The
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Mascarenas, David Dennis Lee. Augmented Reality To Track Prescription Drug Inventories. Office of Scientific and Technical Information (OSTI), 2018. http://dx.doi.org/10.2172/1479912.

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