Alberto Chang, Freddy Paz, Juan Jesús Arenas, Jaime Díaz
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引用次数: 2
Abstract
Human-Computer Interaction and technology-aided instruction are beginning to focus on Augmented Reality (AR) path due to its ability to support different approaches for learning and entertainment. This kind of technology facilitates the student's attention by merging the real-world with virtual attributes. This paper presents a systematic mapping study of the use of Augmented Reality within video games and educational purposes.