000 03753cam a22003497i 4500
001 22231819
003 UNISSA
005 20240525102318.0
008 210914s2022 flua b 001 0 eng
010 _a 2021947128
020 _a9781032008127 (hardback)
040 _aDLC
_beng
_erda
_cDLC
_dUNISSA
050 0 0 _aQA76.9.A94
_bI56
245 0 0 _aInnovating with augmented reality :
_bapplications in education and industry /
_cedited by P. Kaliraj, and T. Devi
264 1 _aBoca Raton :
_bCRC Press, Taylor & Francis Group,
_c2022
264 4 _c©2022
300 _axix, 187 pages :
_billustrations ;
_c25 cm
336 _atext
_2rdacontent
337 _aunmediated
_2rdamedia
338 _avolume
_2rdacarrier
500 _aMinimal Level Cataloging Plus.
_5DLC
504 _aIncludes bibliographical references and index
505 0 _aAugmented reality / M. Lissa and V. Bhuvaneswari -- Industry 4.0: augmented and virtual reality in education / P. Ghanu Prasad, N. Padmaja, B. Satish Kumar, and A. Aravind -- Augmented reality changing the food and beverage industries / D. Ramya Chitra -- Augmented reality: a boon for the teaching and learning process / G. Singaravelu -- New horizons for learning: augmentad reality in education / P. Janardhana Kumar Reddy -- Gamification for education 5.0 / D. Ramya Chitra -- Augmented reality apps: a developer's perception / R. Balaji -- Modernized healthcare using augmented reality / N.S. Sukanya, D. Kalaivani, and P. Ranjit Jeba Thangaiah -- Appendix.
520 _a"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 book's 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"--
_cProvided by publisher.
650 0 _aAugmented reality in education
650 0 _aAugmented reality
_xIndustrial applications
700 1 _aKaliraj, P.,
_eeditor
700 1 _aThirupathi, Devi,
_eeditor
906 _a7
_bcbc
_ccopycat
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942 _2lcc
_cQ-R
999 _c35827
_d35827