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A
Ahmad, M., Rahim, L., Arshad, N., (2015). An analysis of Educational Games Design Frameworks from Software Engineering Perspective. Retrieved from April 8, 2016 from http://www.jict.uum.edu.my/images/pdf/vol14/jict148.pdf
note: "Game based learning. Researchers have established requirements/guidelines for effective educational game designs. Learning theories are compared, and the correct theory is applied towards the game to support the most effective approach".
Alphr. (2016, January 6). Microsoft HoloLens 2016 release date, price and specs: Everything you need to know about Microsoft's augmented reality project. Retrieved February 20, 2016 from http://www.alphr.com/microsoft/microsoft-hololens/1000431/microsoft-hololens-2016-release-date-price-and-specs-everything
note: "Hololens' first development kits cost $3,000.00 per unit. The consumer version may be released in the year 2020".
Azuma, R. T. (1997). A Survey of Augmented Reality. Presence: Teleoperators and virtual environments, 6 (4), 355-385. Retrieved from http://www.cs.unc.edu/~azuma/ARpresence.pdf
note: "Augmented Reality, 3-D virtual objects are integrated into a 3D real environment in real time. This survey discusses goals to consider for future development".
B
Bat-flight inspires unique design for Micro Air Vehicles. (2016, February 18). Engineering and Physical Sciences Research Council (EPSRC). Retrieved February 20, 2017, from https://www.epsrc.ac.uk/newsevents/news/mavs/
Bandura, A. (1969). Social-learning theory of identificatory processes. Handbook of socialization theory and research, 213, 262. Retrieved from https://www.uky.edu/~eushe2/Bandura/Bandura1969HSTR.pdf
note: "Modifying behavior to avoid failure. A learner who avoids challenges by taking on new, or more difficult tasks".
Bandura, A. (1977). Self-efficacy: toward a unifying theory of behavioral change. Psychological review, 84 (2), 191. Retrieved from https://www.uky.edu/~eushe2/Bandura/Bandura1977PR.pdf
note: "Efficacy expectations as a motivation to achieve goals".
Bandura, A. (2001). Social cognitive theory: An agentic perspective. Annual review of psychology, 52 (1), 1-26. Retrieved from https://www.uky.edu/~eushe2/Bandura/Bandura2001ARPr.pdf
note: "The ability to control one's purpose of life and their goals. To be an agent in their own destiny. One makes things happen".
Bandura, A. 2010. Self-Efficacy. In The Corsini Encyclopedia of Psychology. (4th Ed. pp. 1534-1536). Hoboken, New Jersey: John Wiley & Sons. 1–3. Retrieved from http://www.thefreelibrary.com/Applying+self+efficacy+theory+to+increase+interpersonal+effectiveness...-a0322563621
Bandura, A., & Adams, N. E. (1977). Analysis of self-efficacy theory of behavioral change. Cognitive therapy and research, 1 (4), 287-310. Retrieved from https://www.uky.edu/~eushe2/Bandura/Bandura1977CTR-Adams.pdf
note: "Changes in defensive behavior produced by different methods of treatment derived from a common cognitive mechanism".
Bandura, A. (1986). Social foundations of thought and action: A social cognitive theory. Englewood Cliffs, NJ: Prentice-Hall. Retrieved from https://www.uky.edu/~eushe2/Bandura/Bandura1989ACD.pdf
Bandura, A. (1989). Human agency in social cognitive theory. American psychologist, 44 (9), 1175. Retrieved from https://www.uky.edu/~eushe2/Bandura/Bandura1989AP.pdf
Bandura, A. (1991). Self-regulation of motivation through anticipatory and self-regulatory mechanisms. In R. A. Dienstbier (Ed.), Perspectives on motivation: Nebraska symposium on motivation (Vol. 38, pp. 69–164). Lincoln: University of Nebraska Press. Retrieved from https://www.uky.edu/~eushe2/Bandura/Bandura1991Nebraska
Bandura, A. (2001). Social cognitive theory: An agentic perspective. Annual review of psychology, 52 (1), 1-26. Retrieved from https://www.uky.edu/~eushe2/Bandura/Bandura1999AJSP.pdf
note: "Unless people believe that they can produce desired effects by their actions they have little incentive to act or to persevere in the face of difficulties".
Bowman, R. F. (1982). A Pac-Man theory of motivation. Tactical implications for classroom instruction. Educational Technology, 22(9), 14-17. Retrieved from https://dixieching.wordpress.com/2011/03/27/a-pac-man-theory-of-motivation-bowman-1982/
note: "Bowman concludes that “Pac-Man‘s addictiveness would be explained as follows: It is an action system where skills and challenges are progressively balanced, goals are clear, feedback is immediate and unambiguous".
Branscombe, M. (2015). Showing, Not Telling. The Reading Teacher, 69 (3), 321-329. Retrieved from http://onlinelibrary.wiley.com/doi/10.1002/trtr.1375/epdf?r3_referer=wol&tracking_action=preview_click&show_checkout=1&purchase_referrer=onlinelibrary.wiley.com&purchase_site_license=LICENSE_DENIED_NO_CUSTOMER note: A fee is required to read the article. "The article is grounded in Vygotsky's theory of tools as shaping cognition and in the article, tableau is presented as a tool that changes the way students think about informational texts and enhances comprehension".
Bringing Mixed Reality to the Fleet. (n.d.). Retrieved February 20, 2016, from http://www.public.navy.mil/spawar/Pacific/BEMR/Pages/default.aspx
Brock, D. C., & Moore, G. E. (Eds.). (2006). Understanding Moore's law: four decades of innovation. Chemical Heritage Foundation. Retrived from http://www.chemheritage.org/Downloads/Publications/Books/Understanding-Moores-Law/Understanding_Moores_Law.pdf
note: "The history of semiconductor electronics to 1965, the origins for Gordon Moore's 1965's Paper, Progress in Digital Integrated electronics".
C
"ChemicAble": Tangible interaction approach for learning chemical bonding. In Proceedings of the 11th Asia Pacific Conference on Computer Human Interaction (pp. 416-421). ACM. http://dl.acm.org/citation.cfm?id=2525211
note: Fee required to view article.
Choi, D. H., Dailey-Hebert, A., & Estes, J. S. (2016). Emerging tools and applications of virtual reality in education. Hershey, PA: IGI Global. Retrieved from http://www.igi-global.com/book/emerging-tools-applications-virtual-reality/140959
Cotugno, F., (2016) Managing Increasing User Needs Complexity Within the ITA Army Agile Framework. Springer International Publishing Switzerland. Retrieved from http://link.springer.com/book/10.1007%2F978-3-319-27896-4#page-2
Coman, C., van Paridon, P., & Fiore, F. (2016). Consumer Electronics Augmented Reality in Defense Applications. In Proceedings of 4th International Conference in Software Engineering for Defence Applications (pp. 51-58). Springer International Publishing.
D
Doppelt, Y., (2009) Assessing Creative Thinking in Design-Based Learning" Retrieved from http://link.springer.com/article/10.1007/s10798-006-9008-y#/page-1
note: " The use of design-based learning to support the documentation of an authentic project learners are creating.
E
e Silva, A. D. S. (2009). Digital cityscapes: Merging digital and urban playspaces (Vol. 57). Peter Lang. Reading the abstract for the article- http://www.amazon.com/Digital-Cityscapes-Merging-Playspaces-Formations/dp/1433105322
note: "Recommended for critics, creators, and players alike.» (Ian Bogost, Associate Professor at Georgia Tech, and video game researcher, critic, and designer)
-This admirably diverse and timely volume brings together leading theorists and practitioners with a wide range of disciplinary and geographical perspectives".
Ahmad, M., Rahim, L., Arshad, N., (2015). An analysis of Educational Games Design Frameworks from Software Engineering Perspective. Retrieved from April 8, 2016 from http://www.jict.uum.edu.my/images/pdf/vol14/jict148.pdf
note: "Game based learning. Researchers have established requirements/guidelines for effective educational game designs. Learning theories are compared, and the correct theory is applied towards the game to support the most effective approach".
Alphr. (2016, January 6). Microsoft HoloLens 2016 release date, price and specs: Everything you need to know about Microsoft's augmented reality project. Retrieved February 20, 2016 from http://www.alphr.com/microsoft/microsoft-hololens/1000431/microsoft-hololens-2016-release-date-price-and-specs-everything
note: "Hololens' first development kits cost $3,000.00 per unit. The consumer version may be released in the year 2020".
Azuma, R. T. (1997). A Survey of Augmented Reality. Presence: Teleoperators and virtual environments, 6 (4), 355-385. Retrieved from http://www.cs.unc.edu/~azuma/ARpresence.pdf
note: "Augmented Reality, 3-D virtual objects are integrated into a 3D real environment in real time. This survey discusses goals to consider for future development".
B
Bat-flight inspires unique design for Micro Air Vehicles. (2016, February 18). Engineering and Physical Sciences Research Council (EPSRC). Retrieved February 20, 2017, from https://www.epsrc.ac.uk/newsevents/news/mavs/
Bandura, A. (1969). Social-learning theory of identificatory processes. Handbook of socialization theory and research, 213, 262. Retrieved from https://www.uky.edu/~eushe2/Bandura/Bandura1969HSTR.pdf
note: "Modifying behavior to avoid failure. A learner who avoids challenges by taking on new, or more difficult tasks".
Bandura, A. (1977). Self-efficacy: toward a unifying theory of behavioral change. Psychological review, 84 (2), 191. Retrieved from https://www.uky.edu/~eushe2/Bandura/Bandura1977PR.pdf
note: "Efficacy expectations as a motivation to achieve goals".
Bandura, A. (2001). Social cognitive theory: An agentic perspective. Annual review of psychology, 52 (1), 1-26. Retrieved from https://www.uky.edu/~eushe2/Bandura/Bandura2001ARPr.pdf
note: "The ability to control one's purpose of life and their goals. To be an agent in their own destiny. One makes things happen".
Bandura, A. 2010. Self-Efficacy. In The Corsini Encyclopedia of Psychology. (4th Ed. pp. 1534-1536). Hoboken, New Jersey: John Wiley & Sons. 1–3. Retrieved from http://www.thefreelibrary.com/Applying+self+efficacy+theory+to+increase+interpersonal+effectiveness...-a0322563621
Bandura, A., & Adams, N. E. (1977). Analysis of self-efficacy theory of behavioral change. Cognitive therapy and research, 1 (4), 287-310. Retrieved from https://www.uky.edu/~eushe2/Bandura/Bandura1977CTR-Adams.pdf
note: "Changes in defensive behavior produced by different methods of treatment derived from a common cognitive mechanism".
Bandura, A. (1986). Social foundations of thought and action: A social cognitive theory. Englewood Cliffs, NJ: Prentice-Hall. Retrieved from https://www.uky.edu/~eushe2/Bandura/Bandura1989ACD.pdf
Bandura, A. (1989). Human agency in social cognitive theory. American psychologist, 44 (9), 1175. Retrieved from https://www.uky.edu/~eushe2/Bandura/Bandura1989AP.pdf
Bandura, A. (1991). Self-regulation of motivation through anticipatory and self-regulatory mechanisms. In R. A. Dienstbier (Ed.), Perspectives on motivation: Nebraska symposium on motivation (Vol. 38, pp. 69–164). Lincoln: University of Nebraska Press. Retrieved from https://www.uky.edu/~eushe2/Bandura/Bandura1991Nebraska
Bandura, A. (2001). Social cognitive theory: An agentic perspective. Annual review of psychology, 52 (1), 1-26. Retrieved from https://www.uky.edu/~eushe2/Bandura/Bandura1999AJSP.pdf
note: "Unless people believe that they can produce desired effects by their actions they have little incentive to act or to persevere in the face of difficulties".
Bowman, R. F. (1982). A Pac-Man theory of motivation. Tactical implications for classroom instruction. Educational Technology, 22(9), 14-17. Retrieved from https://dixieching.wordpress.com/2011/03/27/a-pac-man-theory-of-motivation-bowman-1982/
note: "Bowman concludes that “Pac-Man‘s addictiveness would be explained as follows: It is an action system where skills and challenges are progressively balanced, goals are clear, feedback is immediate and unambiguous".
Branscombe, M. (2015). Showing, Not Telling. The Reading Teacher, 69 (3), 321-329. Retrieved from http://onlinelibrary.wiley.com/doi/10.1002/trtr.1375/epdf?r3_referer=wol&tracking_action=preview_click&show_checkout=1&purchase_referrer=onlinelibrary.wiley.com&purchase_site_license=LICENSE_DENIED_NO_CUSTOMER note: A fee is required to read the article. "The article is grounded in Vygotsky's theory of tools as shaping cognition and in the article, tableau is presented as a tool that changes the way students think about informational texts and enhances comprehension".
Bringing Mixed Reality to the Fleet. (n.d.). Retrieved February 20, 2016, from http://www.public.navy.mil/spawar/Pacific/BEMR/Pages/default.aspx
Brock, D. C., & Moore, G. E. (Eds.). (2006). Understanding Moore's law: four decades of innovation. Chemical Heritage Foundation. Retrived from http://www.chemheritage.org/Downloads/Publications/Books/Understanding-Moores-Law/Understanding_Moores_Law.pdf
note: "The history of semiconductor electronics to 1965, the origins for Gordon Moore's 1965's Paper, Progress in Digital Integrated electronics".
C
"ChemicAble": Tangible interaction approach for learning chemical bonding. In Proceedings of the 11th Asia Pacific Conference on Computer Human Interaction (pp. 416-421). ACM. http://dl.acm.org/citation.cfm?id=2525211
note: Fee required to view article.
Choi, D. H., Dailey-Hebert, A., & Estes, J. S. (2016). Emerging tools and applications of virtual reality in education. Hershey, PA: IGI Global. Retrieved from http://www.igi-global.com/book/emerging-tools-applications-virtual-reality/140959
Cotugno, F., (2016) Managing Increasing User Needs Complexity Within the ITA Army Agile Framework. Springer International Publishing Switzerland. Retrieved from http://link.springer.com/book/10.1007%2F978-3-319-27896-4#page-2
Coman, C., van Paridon, P., & Fiore, F. (2016). Consumer Electronics Augmented Reality in Defense Applications. In Proceedings of 4th International Conference in Software Engineering for Defence Applications (pp. 51-58). Springer International Publishing.
D
Doppelt, Y., (2009) Assessing Creative Thinking in Design-Based Learning" Retrieved from http://link.springer.com/article/10.1007/s10798-006-9008-y#/page-1
note: " The use of design-based learning to support the documentation of an authentic project learners are creating.
E
e Silva, A. D. S. (2009). Digital cityscapes: Merging digital and urban playspaces (Vol. 57). Peter Lang. Reading the abstract for the article- http://www.amazon.com/Digital-Cityscapes-Merging-Playspaces-Formations/dp/1433105322
note: "Recommended for critics, creators, and players alike.» (Ian Bogost, Associate Professor at Georgia Tech, and video game researcher, critic, and designer)
-This admirably diverse and timely volume brings together leading theorists and practitioners with a wide range of disciplinary and geographical perspectives".
F
Fuchs, H., Bishop, G., Arthur, K., McMillan, L., Bajcsy, R., Lee, S., ... & Kanade, T. (1994, September). Virtual space teleconferencing using a sea of cameras. In Proc. First International Conference on Medical Robotics and Computer Assisted Surgery (Vol. 26). Retrieved from http://collab.nlm.nih.gov/webcastsandvideos/siirsv/uncslides.pdf
note: "Telepresence, a virtual environment is constructed by displaying the acquired data from the remote site in accordance with the head position and orientation of a local participant".
G
Gibson, S. K. (2004). Social learning (Cognitive) theory and implication for human resource development. Advances in Developing Human Resources, 6 (2), 193-210. Retrieved from http://adh.sagepub.com/content/6/2/193.abstract
note: "Social learning, the problems and solutions".
Gredler, M. E. (2009). Technology and Student Learning: Toward a Learner-Centered Teaching Model. 4th edition. New Jersey: Pearson Education. Association for the Advancement of Computing in education Journal, 17 (1), 11-22 Retrieved from https://www.researchgate.net/profile/Jared_Keengwe/publication/255567367_Technology_and_Student_Learning_Towards_a_Learner-Centered_Teaching_Model/links/546e15350cf29806ec2e7941.pdf
H
Herbst, I., Braun, A. K., McCall, R., & Broll, W. (2008, September). TimeWarp: interactive time travel with a mobile mixed reality game. In Proceedings of the 10th international conference on Human computer interaction with mobile devices and services (pp. 235-244). ACM.
Hooft, M., Nyangau, J., Volume 8, Number 1. Spring 2012. "Is Game Based Learning an Effective Instructional Strategy to Engage students in Higher education in Singapore? A Pilot Study." Journal of the Research Center for Educational Technology. Kent State University. Retrieved from http://www.rcetj.org/index.php/rcetj/article/view/160/261
note: One of four articles discuss learning methods. Today's Learner, the Internet Generation. Multi-tasking, graphics, and game based learning.
J
Jafari Naimi, N. (2015). MRx as a participatory platform. Digital Creativity, 26 (3-4), 207-220. Retrieved from http://www.tandfonline.com/doi/abs/10.1080/14626268.2015.1100121?journalCode=ndcr20
Joseph, S. R., & Uther, M. (2009). Mobile devices for language learning: Multimedia approaches. Research and Practice in Technology Enhanced Learning, 4 (01), 7-32. Retrieved from http://telrp.springeropen.com/articles/10.1186/s41039-016-0028-2
Johnson, E. (2015, June 8). Boeing Says Augmented Reality Can Make Workers Better, Faster. Retrieved February 18, 2016, from http://recode.net/2015/06/08/boeing-says-augmented-reality-can-make-workers-better-faster/
K
Khan, S., Cheng, H., & Kumar, R. (2013). A Hierarchical Behavior Analysis Approach for Automated Trainee Performance Evaluation in Training Ranges. In Foundations of Augmented Cognition (pp. 60-69). Retrieved from https://www.sri.com/work/publications/hierarchical-behavior-analysis-approach-automated-trainee
Krevelen, D., Poelman, R., (2010). A Survey of Augmented Reality Technologies, Applications and Limitations. The International Journal of Virtual Reality. Retrieved April 9, 2016, from http://kjcomps.6te.net/upload/paper1%20.pdf
note: Augmented Reality (AR) technologies tested in the Netherlands. Background, the first prototypes were used in Harvard University during the 1960's. Military, Medical, Engineering, and Entertainment tested the early models and wrote of the limitations of the "Sword of Damocles" which was heavy, it needed to be supported by the ceiling. The author Ronald Poelman at the time of the article was a graduate student working towards his PhD at TU Delft University of Technology".
Fuchs, H., Bishop, G., Arthur, K., McMillan, L., Bajcsy, R., Lee, S., ... & Kanade, T. (1994, September). Virtual space teleconferencing using a sea of cameras. In Proc. First International Conference on Medical Robotics and Computer Assisted Surgery (Vol. 26). Retrieved from http://collab.nlm.nih.gov/webcastsandvideos/siirsv/uncslides.pdf
note: "Telepresence, a virtual environment is constructed by displaying the acquired data from the remote site in accordance with the head position and orientation of a local participant".
G
Gibson, S. K. (2004). Social learning (Cognitive) theory and implication for human resource development. Advances in Developing Human Resources, 6 (2), 193-210. Retrieved from http://adh.sagepub.com/content/6/2/193.abstract
note: "Social learning, the problems and solutions".
Gredler, M. E. (2009). Technology and Student Learning: Toward a Learner-Centered Teaching Model. 4th edition. New Jersey: Pearson Education. Association for the Advancement of Computing in education Journal, 17 (1), 11-22 Retrieved from https://www.researchgate.net/profile/Jared_Keengwe/publication/255567367_Technology_and_Student_Learning_Towards_a_Learner-Centered_Teaching_Model/links/546e15350cf29806ec2e7941.pdf
H
Herbst, I., Braun, A. K., McCall, R., & Broll, W. (2008, September). TimeWarp: interactive time travel with a mobile mixed reality game. In Proceedings of the 10th international conference on Human computer interaction with mobile devices and services (pp. 235-244). ACM.
Hooft, M., Nyangau, J., Volume 8, Number 1. Spring 2012. "Is Game Based Learning an Effective Instructional Strategy to Engage students in Higher education in Singapore? A Pilot Study." Journal of the Research Center for Educational Technology. Kent State University. Retrieved from http://www.rcetj.org/index.php/rcetj/article/view/160/261
note: One of four articles discuss learning methods. Today's Learner, the Internet Generation. Multi-tasking, graphics, and game based learning.
J
Jafari Naimi, N. (2015). MRx as a participatory platform. Digital Creativity, 26 (3-4), 207-220. Retrieved from http://www.tandfonline.com/doi/abs/10.1080/14626268.2015.1100121?journalCode=ndcr20
Joseph, S. R., & Uther, M. (2009). Mobile devices for language learning: Multimedia approaches. Research and Practice in Technology Enhanced Learning, 4 (01), 7-32. Retrieved from http://telrp.springeropen.com/articles/10.1186/s41039-016-0028-2
Johnson, E. (2015, June 8). Boeing Says Augmented Reality Can Make Workers Better, Faster. Retrieved February 18, 2016, from http://recode.net/2015/06/08/boeing-says-augmented-reality-can-make-workers-better-faster/
K
Khan, S., Cheng, H., & Kumar, R. (2013). A Hierarchical Behavior Analysis Approach for Automated Trainee Performance Evaluation in Training Ranges. In Foundations of Augmented Cognition (pp. 60-69). Retrieved from https://www.sri.com/work/publications/hierarchical-behavior-analysis-approach-automated-trainee
Krevelen, D., Poelman, R., (2010). A Survey of Augmented Reality Technologies, Applications and Limitations. The International Journal of Virtual Reality. Retrieved April 9, 2016, from http://kjcomps.6te.net/upload/paper1%20.pdf
note: Augmented Reality (AR) technologies tested in the Netherlands. Background, the first prototypes were used in Harvard University during the 1960's. Military, Medical, Engineering, and Entertainment tested the early models and wrote of the limitations of the "Sword of Damocles" which was heavy, it needed to be supported by the ceiling. The author Ronald Poelman at the time of the article was a graduate student working towards his PhD at TU Delft University of Technology".
L
Lamon, M., Chan, C., Scardamalia, M., Burtis, J., & Brett, C. (1993, April). Beliefs about learning and constructive processes in reading: Effects of a computer supported intentional learning environment. In Annual Meeting of the American Educational Research Association. Retrieved April 1, 2016, from http://www.ikit.org/fulltext/1993beliefs/beliefs.pdf
note: "Research shows that the students beliefs about their own learning are related to their academic achievement. Article has evidence to backup their claims which support documentation from learning theories".
Leopold, G. (2017, January 13). DoD ramps micro drones after successful 'swarm' test. Defense Systems. Retrieved January 15, 2017, from https://defensesystems.com/articles/2017/01/13/swarmleopold.aspx
M
Magic Leap to Bring Augmented Reality to Life. (2016, February 24). Retrieved February 24, 2016, from http://www.foxbusiness.com/features/2016/02/24/magic-leap-to-bring-augmented-reality-to-life.html
Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive science, 5 (4), 333-369. Retrieved from http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.455.9328&rep=rep1&type=pdf
Mazuryk, T., & Gervautz, M. (1996). Virtual Reality-History, Applications, Technology and Future. Retrieved from https://www.cg.tuwien.ac.at/research/publications/1996/mazuryk-1996-VRH/TR-186-2-96-06Paper.pdf
Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS on Information and Systems, 77 (12), 1321-1329. Retrieved from http://etclab.mie.utoronto.ca/people/paul_dir/IEICE94/ieice.html
N
Norman, J. (2016). Ivan Sutherland and Bob Sproull Create the First Virtual Reality Head Mounted Display System. Retrieved February 18, 2016, from http://www.historyofinformation.com/expanded.php?id=1087
Nawahdah, M., & Inoue, T. (2011, March). Positioning a virtual teacher in an MR physical task learning support system. In Proceedings of the 2011 ACM Symposium on Applied Computing (pp. 1169-1174). ACM. Authors' profile is available on LinkedIn
O
Ohshima, T., & Tanaka, C. (2014, November). MR coral sea: mixed reality aquarium with physical MR displays. In SIGGRAPH Asia 2014 Emerging Technologies (p. 10). ACM.
Olmedo, H., & Augusto, J. (2012, October). From augmented reality to mixed reality: technological options. In Proceedings of the 13th International Conference on Interaction Persona- Ordenador (p. 36). ACM. Retrieved from http://dl.acm.org/citation.cfm?id=2379636&picked=prox
Q
Quigley, A., & Grubert, J. (2015, August). Perceptual and social challenges in body proximate display ecosystems. In Proceedings of the 17th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct (pp. 1168-1174). ACM. Retrieved from https://risweb.st-andrews.ac.uk/portal/en/researchoutput/perceptual-and-social-challenges-in-body-proximate-display-ecosystems(6b33cf9e-b17d-467c-9cd3-04989627ecdc)/export.html
Lamon, M., Chan, C., Scardamalia, M., Burtis, J., & Brett, C. (1993, April). Beliefs about learning and constructive processes in reading: Effects of a computer supported intentional learning environment. In Annual Meeting of the American Educational Research Association. Retrieved April 1, 2016, from http://www.ikit.org/fulltext/1993beliefs/beliefs.pdf
note: "Research shows that the students beliefs about their own learning are related to their academic achievement. Article has evidence to backup their claims which support documentation from learning theories".
Leopold, G. (2017, January 13). DoD ramps micro drones after successful 'swarm' test. Defense Systems. Retrieved January 15, 2017, from https://defensesystems.com/articles/2017/01/13/swarmleopold.aspx
M
Magic Leap to Bring Augmented Reality to Life. (2016, February 24). Retrieved February 24, 2016, from http://www.foxbusiness.com/features/2016/02/24/magic-leap-to-bring-augmented-reality-to-life.html
Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive science, 5 (4), 333-369. Retrieved from http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.455.9328&rep=rep1&type=pdf
Mazuryk, T., & Gervautz, M. (1996). Virtual Reality-History, Applications, Technology and Future. Retrieved from https://www.cg.tuwien.ac.at/research/publications/1996/mazuryk-1996-VRH/TR-186-2-96-06Paper.pdf
Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS on Information and Systems, 77 (12), 1321-1329. Retrieved from http://etclab.mie.utoronto.ca/people/paul_dir/IEICE94/ieice.html
N
Norman, J. (2016). Ivan Sutherland and Bob Sproull Create the First Virtual Reality Head Mounted Display System. Retrieved February 18, 2016, from http://www.historyofinformation.com/expanded.php?id=1087
Nawahdah, M., & Inoue, T. (2011, March). Positioning a virtual teacher in an MR physical task learning support system. In Proceedings of the 2011 ACM Symposium on Applied Computing (pp. 1169-1174). ACM. Authors' profile is available on LinkedIn
O
Ohshima, T., & Tanaka, C. (2014, November). MR coral sea: mixed reality aquarium with physical MR displays. In SIGGRAPH Asia 2014 Emerging Technologies (p. 10). ACM.
Olmedo, H., & Augusto, J. (2012, October). From augmented reality to mixed reality: technological options. In Proceedings of the 13th International Conference on Interaction Persona- Ordenador (p. 36). ACM. Retrieved from http://dl.acm.org/citation.cfm?id=2379636&picked=prox
Q
Quigley, A., & Grubert, J. (2015, August). Perceptual and social challenges in body proximate display ecosystems. In Proceedings of the 17th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct (pp. 1168-1174). ACM. Retrieved from https://risweb.st-andrews.ac.uk/portal/en/researchoutput/perceptual-and-social-challenges-in-body-proximate-display-ecosystems(6b33cf9e-b17d-467c-9cd3-04989627ecdc)/export.html
Q
Quigley, A., & Grubert, J. (2015, August). Perceptual and social challenges in body proximate display ecosystems. In Proceedings of the 17th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct (pp. 1168-1174). ACM. Retrieved from https://risweb.st-andrews.ac.uk/portal/en/researchoutput/perceptual-and-social-challenges-in-body-proximate-display-ecosystems(6b33cf9e-b17d-467c-9cd3-04989627ecdc)/export.html
R
Raes, A., & Schellens, T. (2016). The effects of teacher-led class interventions during technology-enhanced science inquiry on students’ knowledge integration and basic need satisfaction. Computers & Education, 92, 125-141. Retrieved from https://biblio.ugent.be/publication/6973920
Rouse, R., Engberg, M., Jafarinaimi, N., & Bolter, J. D. (2015). MR X: An interdisciplinary framework for mixed reality experience design and criticism. Digital Creativity, 26 (3-4), 175-181. Retrieved February 20, 2016, from http://www.tandfonline.com/doi/pdf/10.1080/14626268.2015.1100123
Rouse, R. (n.d.). Rebecca Rouse CV. Retrieved February 22, 2016, from http://www.rebeccarouse.com/about.html
Rouse, R. (2015). MRx as a performative and theatrical stage. Digital Creativity, 26 (3-4), 193-206. Retrieved from http://www.tandfonline.com/doi/abs/10.1080/14626268.2015.1100121?journalCode=ndcr20
S
SBIR. (2016, February 17). Augmented / Mixed Reality for Force-on-Force Combat Casualty Care. Retrieved February 20, 2016, from https://www.sbir.gov/sbirsearch/detail/870687
Santos, M. E. C., Taketomi, T., Yamamoto, G., Rodrigo, M. M. T., Sandor, C., & Kato, H. (2016). Augmented reality as multimedia: the case for situated vocabulary learning. Research and Practice in Technology Enhanced Learning, 11 (1), 1-23. Retrieved from https://www.researchgate.net/publication/291336075_Augmented_reality_as_multimedia_the_case_for_situated_vocabulary_learning
note: Augmented Reality as Multimedia. Used to create learning experiences. Design for education for all industries, apply learning theories. Examples included vocabulary training".
Scardamalia, M., & Bereiter, C. (1993). Technologies for knowledge-building discourse. Communications of the ACM, 36 (5), 37-41. Retrieved from https://www.researchgate.net/publication/220426026_Technologies_for_Knowledge-Building_Discourse
Schaller, R. (1997). Moore’s law: past, present and future. Spectrum, IEEE, 34, 52–59. Retrieved from https://books.google.com/books?id=MLmQCgAAQBAJ&lpg=PA322&ots=I-KWHE4Irp&dq=Schaller%2C%20R.%20(1997).%20Moore%E2%80%99s%20law%3A%20past%2C%20present%20and%20future.%20Spectrum%2C%20IEEE%2C%2034%2C%2052%E2%80%9359.&pg=PA296#v=onepage&q=Schaller,%20R.%20(1997).%20Moore%E2%80%99s%20law:%20past,%20present%20and%20future.%20Spectrum,%20IEEE,%2034,%2052%E2%80%9359.&f=false
Song, H. S., Kalet, A. L., & Plass, J. L. (2016). Interplay of prior knowledge, self‐regulation and motivation in complex multimedia learning environments. Journal of Computer Assisted Learning, 32 (1), 31-50. Retrieved from http://onlinelibrary.wiley.com/doi/10.1111/jcal.12117/full
Starner, T., Mann, S., Rhodes, B., Levine, J., Healey, J., Kirsch, D., ... & Pentland, A. (1997). Augmented reality used in wearable computing. Presence: Teleoperators and Virtual Environments, 6 (4), 386-398. Retrieved from http://www.mitpressjournals.org/doi/pdf/10.1162/pres.1997.6.4.386
T
Tecchia, F., Avveduto, G., Brondi, R., Carrozzino, M., Bergamasco, M., & Alem, L. (2014, November). I'm in VR!: using your own hands in a fully immersive MR system. In Proceedings of the 20th ACM Symposium on Virtual Reality Software and Technology (pp. 73-76). ACM. Retrieved from http://www.rcetj.org/index.php/rcetj/article/view/160/261
note: "Four articles include; Is Game Based Learning an Effective Instructional Strategy to Engage Students in Higher Education in Singapore? A Pilot Study. The second article; Using Adaptive Link Hiding to Provide Learners With additional Learning Materials in a Web-Based System. The third article is titled; Challenges Experienced in the First Year of Implementation of a Teaching and Learning Virtual Partnership at the University of Namibia". The fourth article is titled; Social Media and Marketing of Higher Education: A Review of the Literature".
Quigley, A., & Grubert, J. (2015, August). Perceptual and social challenges in body proximate display ecosystems. In Proceedings of the 17th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct (pp. 1168-1174). ACM. Retrieved from https://risweb.st-andrews.ac.uk/portal/en/researchoutput/perceptual-and-social-challenges-in-body-proximate-display-ecosystems(6b33cf9e-b17d-467c-9cd3-04989627ecdc)/export.html
R
Raes, A., & Schellens, T. (2016). The effects of teacher-led class interventions during technology-enhanced science inquiry on students’ knowledge integration and basic need satisfaction. Computers & Education, 92, 125-141. Retrieved from https://biblio.ugent.be/publication/6973920
Rouse, R., Engberg, M., Jafarinaimi, N., & Bolter, J. D. (2015). MR X: An interdisciplinary framework for mixed reality experience design and criticism. Digital Creativity, 26 (3-4), 175-181. Retrieved February 20, 2016, from http://www.tandfonline.com/doi/pdf/10.1080/14626268.2015.1100123
Rouse, R. (n.d.). Rebecca Rouse CV. Retrieved February 22, 2016, from http://www.rebeccarouse.com/about.html
Rouse, R. (2015). MRx as a performative and theatrical stage. Digital Creativity, 26 (3-4), 193-206. Retrieved from http://www.tandfonline.com/doi/abs/10.1080/14626268.2015.1100121?journalCode=ndcr20
S
SBIR. (2016, February 17). Augmented / Mixed Reality for Force-on-Force Combat Casualty Care. Retrieved February 20, 2016, from https://www.sbir.gov/sbirsearch/detail/870687
Santos, M. E. C., Taketomi, T., Yamamoto, G., Rodrigo, M. M. T., Sandor, C., & Kato, H. (2016). Augmented reality as multimedia: the case for situated vocabulary learning. Research and Practice in Technology Enhanced Learning, 11 (1), 1-23. Retrieved from https://www.researchgate.net/publication/291336075_Augmented_reality_as_multimedia_the_case_for_situated_vocabulary_learning
note: Augmented Reality as Multimedia. Used to create learning experiences. Design for education for all industries, apply learning theories. Examples included vocabulary training".
Scardamalia, M., & Bereiter, C. (1993). Technologies for knowledge-building discourse. Communications of the ACM, 36 (5), 37-41. Retrieved from https://www.researchgate.net/publication/220426026_Technologies_for_Knowledge-Building_Discourse
Schaller, R. (1997). Moore’s law: past, present and future. Spectrum, IEEE, 34, 52–59. Retrieved from https://books.google.com/books?id=MLmQCgAAQBAJ&lpg=PA322&ots=I-KWHE4Irp&dq=Schaller%2C%20R.%20(1997).%20Moore%E2%80%99s%20law%3A%20past%2C%20present%20and%20future.%20Spectrum%2C%20IEEE%2C%2034%2C%2052%E2%80%9359.&pg=PA296#v=onepage&q=Schaller,%20R.%20(1997).%20Moore%E2%80%99s%20law:%20past,%20present%20and%20future.%20Spectrum,%20IEEE,%2034,%2052%E2%80%9359.&f=false
Song, H. S., Kalet, A. L., & Plass, J. L. (2016). Interplay of prior knowledge, self‐regulation and motivation in complex multimedia learning environments. Journal of Computer Assisted Learning, 32 (1), 31-50. Retrieved from http://onlinelibrary.wiley.com/doi/10.1111/jcal.12117/full
Starner, T., Mann, S., Rhodes, B., Levine, J., Healey, J., Kirsch, D., ... & Pentland, A. (1997). Augmented reality used in wearable computing. Presence: Teleoperators and Virtual Environments, 6 (4), 386-398. Retrieved from http://www.mitpressjournals.org/doi/pdf/10.1162/pres.1997.6.4.386
T
Tecchia, F., Avveduto, G., Brondi, R., Carrozzino, M., Bergamasco, M., & Alem, L. (2014, November). I'm in VR!: using your own hands in a fully immersive MR system. In Proceedings of the 20th ACM Symposium on Virtual Reality Software and Technology (pp. 73-76). ACM. Retrieved from http://www.rcetj.org/index.php/rcetj/article/view/160/261
note: "Four articles include; Is Game Based Learning an Effective Instructional Strategy to Engage Students in Higher Education in Singapore? A Pilot Study. The second article; Using Adaptive Link Hiding to Provide Learners With additional Learning Materials in a Web-Based System. The third article is titled; Challenges Experienced in the First Year of Implementation of a Teaching and Learning Virtual Partnership at the University of Namibia". The fourth article is titled; Social Media and Marketing of Higher Education: A Review of the Literature".
W
Wolters, C. A. (1998). Self-regulated learning and college students' regulation of motivation. Journal of educational psychology, 90 (2), 224. Retrieved from http://psycnet.apa.org/psycinfo/1998-02710-004
note: "The models of self-regulated learning. What strategies do students use to regulate their motivation? How is motivational regulation related to self regulated learning, and achievement. Students use cognitive, volitional, and motivational strategies".
Wu, H. K., Lee, S. W. Y., Chang, H. Y., & Liang, J. C. (2013). Current Status, Opportunities and Challenges of Augmented Reality in Education. Computers & Education, 62, 41-49. Retrieved from http://www.editlib.org/p/132254/
note: "Augmented Reality (AR) has different meanings depending on the industry. In the field of Education there are three categories of instructional approaches. This article provides insight into potential solutions to the challenges that researchers have noted, and make recommendations towards future research".
Wolters, C. A. (1998). Self-regulated learning and college students' regulation of motivation. Journal of educational psychology, 90 (2), 224. Retrieved from http://psycnet.apa.org/psycinfo/1998-02710-004
note: "The models of self-regulated learning. What strategies do students use to regulate their motivation? How is motivational regulation related to self regulated learning, and achievement. Students use cognitive, volitional, and motivational strategies".
Wu, H. K., Lee, S. W. Y., Chang, H. Y., & Liang, J. C. (2013). Current Status, Opportunities and Challenges of Augmented Reality in Education. Computers & Education, 62, 41-49. Retrieved from http://www.editlib.org/p/132254/
note: "Augmented Reality (AR) has different meanings depending on the industry. In the field of Education there are three categories of instructional approaches. This article provides insight into potential solutions to the challenges that researchers have noted, and make recommendations towards future research".