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Buchbeiträge:

I. Barakonyi, D. Wagner:
"Augmented Reality Kanji Learning";
in: "Proceedings of the 2nd IEEE/ACM Symposium on Mixed and Augmented Reality (ISMAR 2003)", IEEE Computer Society Press, 2003, ISBN: 0-7695-2006-5, S. 335 - 336.



Kurzfassung englisch:
ARToolKit programmers are familiar with the kanji symbols supplied with the distribution. Most of them have do not know what these kanji symbols mean. We propose a piece of educational software that uses collaborative Augmented Reality (AR) to teach users the meaning of kanji symbols. The application is laid out as a two player Augmented Reality computer game. The novelty of our approach is that we do not use regular workstations or laptops to host the AR (Augmented Reality) application. Instead we use fully autonomous PDAs, running the application together with an optical marker-based tracking module that makes this application not only available for a broad audience but also optimally mobile.

Schlagworte:
Augmented Reality, Game, Educational Software, Tracking, PDA, Studierstube


Online-Bibliotheks-Katalog der TU Wien:
http://aleph.ub.tuwien.ac.at/F?base=tuw01&func=find-c&ccl_term=AC04404502

Elektronische Version der Publikation:
http://www.ims.tuwien.ac.at/media/documents/publications/ISMAR03_Demo_DanielWagner.pdf


Erstellt aus der Publikationsdatenbank der Technischen Universität Wien.