Innovating with Augmented Reality : Applications in Education and Industry /

Kaliraj, P.

Innovating with Augmented Reality : Applications in Education and Industry / Edited by P. Kaliraj and T.Devi. - 1st ed. - Boca Raton, Florida : CRC Press, Taylor & Francis Group, 2022. - xix, 187 p. : ill. ; 24 cm.

1. Augmented reality / M. Lissa and V. Bhuvaneswari
2. Industry 4.0: augmented and virtual reality in education / P. Ghanu Prasad, N. Padmaja, B. Satish Kumar, and A. Aravind
3. Augmented reality changing the food and beverage industries / D. Ramya Chitra
4. Augmented reality: a boon for the teaching and learning process / G. Singaravelu
5. New horizons for learning: augmented reality in education / P. Janardhana Kumar Reddy
6. Gamification for education 5.0 / D. Ramya Chitra
7. Augmented reality apps: a developer's perception / R. Balaji
8. Modernized healthcare using augmented reality / N.S. Sukanya, D. Kalaivani, and P. Ranjit Jeba Thangaiah

Augmented Reality (AR) has many advantages that include increased engagement and interaction as well as enhanced innovation and responsiveness. AR technology has applications in almost all domains such as medical training, retail, repair and maintenance of complex equipment, interior design in architecture and construction, business logistics, tourism, and classroom education. Innovating with Augmented Reality: Applications in Education and Industry explains the concepts behind AR, explores some of its application areas, and gives and in-depth look at how this technology aligns with Education 4.0. Due to the rapid advancements in technology, future education systems must prepare students to work with the latest technologies by enabling them to learn virtually in augmented ways in varied platforms. By providing an illusion of physical objects, which takes the students to a new world of imagination, AR and Virtual Reality (VR) create virtual and interactive environments for better learning and understanding. AR applications in education are covered in four chapters of this book, including a chapter on how gamification can be made use in the teaching and learning process. The book also covers other applications areas of AR and VR. One such application area is the food and beverage industry with case studies on virtual 3D food, employee training, product-customer interaction, restaurant entertainment, restaurant tour, and product packaging. The application of AR in the healthcare sector, medical education, and related devices and software are examined in the book⁰́₉s final chapter. The book also provides an overview of the game development software, Unity, a real-time development platform for 2D and 3D AR and VR, as well as the software tools and techniques used in developing AR-based apps

9781032008127 9781032151199 9781003175896


Augmented reality -- Industrial applications .
Augmented reality -- education.
AR.

371.33468 / KAL

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