Please use this identifier to cite or link to this item: https://repository.iimb.ac.in/handle/2074/20628
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dc.contributor.advisorDe, Rahul
dc.contributor.authorDas, Somnath
dc.contributor.authorVerma, Chitranshu
dc.date.accessioned2021-11-15T10:56:32Z-
dc.date.available2021-11-15T10:56:32Z-
dc.date.issued2016
dc.identifier.urihttps://repository.iimb.ac.in/handle/2074/20628-
dc.description.abstractAugmented reality (AR) is the technology of imposing a layer of digital information on top of the real physical world. In other words, AR is the technology to modify or augment the current reality using computer generated input such as video, sound, graphics etc. In the current context, while scanning AR content, a target image is matched through a mobile device which triggers a pre-defined action. This action can be either of the following activities: playing a video, displaying an image, playing an animation, starting a game or simply showing a 3D model. Augmented Reality is not same as virtual reality, in which an artificial, computer-generated simulation of real world is created and gives the user a firsthand experience of simulated reality.
dc.publisherIndian Institute of Management Bangalore
dc.relation.ispartofseriesPGP_CCS_P16_063
dc.subjectEducation
dc.subjectArtificial Intelligence
dc.subjectK-12
dc.subjectGamification
dc.subject3D visualization
dc.titleImpactful K-12 education delivery through gamification and 3D visualization
dc.typeCCS Project Report-PGP
dc.pages24p.
Appears in Collections:2016
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