Graphics Programs Reference
In-Depth Information
Kaufmann, H., Schmalstieg, D., & Wagner, M.
(2000). Construct3D: A Virtual Reality applica-
tion for Mathematics and Geometry Education.
[The Netherlands: Kluwer Academic Publishers.].
Education and Information Technologies
,
5
(4),
263-276. doi:10.1023/A:1012049406877
Slater, M., Steed, A., & Chrysanthou, Y. (2001).
Computer Graphics and Virtual Environments:
From Realism to Real. Addison-Wesley
. Boston:
Addison-Wesley Longman Publishing Co.
Smart, L., & Moore, E. (1995).
Solid State Chem-
istry
(3rd ed.). New York: CRC Press Inc.
Kingery, W. D., Bowen, H. K., & Uhlmann, D. R.
(1976).
Introduction to Ceramics
(2nd ed.). New
York: Ed. John Wiley & Sons.
Smith, W. F. (2003).
Foundations on Materi-
als Science and Engineering.
New York: Ed.
McGraw-Hil.
Mantovani, F. (2001). VR Learning: Potential
and Challenges for the Use of 3D Environments
in Education and Training. In Riva, G., & Galim-
berti, C. (Eds.),
Towards CyberPsychology: Mind,
Cognitions and Society in the Internet Age
(pp.
207-226). Amsterdam: IOS Press.
Squire, K. D., & Jan, M. (2007). Mad City Mys-
tery: Developing scientific argumentation skills
with a place-based augmented reality game on
handheld computers.
Journal of Science Educa-
tion and Technology
,
16
(1), 5-29. doi:10.1007/
s10956-006-9037-z
Matsuba, S., & Roehl, B. (1996).
Using VRML
.
Indianapolis, IN: Que Publishing.
West, A. R. (1990).
Solid State Chemistry and
its Applications
. Chichester, England: Ed. John
Willey & Sons.
Meltzer, D. E. (2005). Relation between students'
problem-solving performance and representa-
tional format.
American Journal of Physics
,
73
(5),
463-478. doi:10.1119/1.1862636
keY TeRmS AND DeFINITIONS
National Research Council. (2001).
Knowing
what students know: The science and design of
educational assessment. J. W., Pellegrino, N
(Chu-
dowski, N., & Glaser, R. W., Eds.). Washington,
DC: National Academy Press.
Augmented Reality:
A technology based on
graphics and computer vision algorithms which
combines real-world and computer-generated
data, in such a way that the generated 3D virtual
objects are overlaid in real time into footage of
the real surrounding environment. Therefore,
Augmented Reality is a technique that combines
computer-generated visual information with a
user's perception of the real world.
Computer Vision:
A branch of artificial in-
telligence and image processing concerned with
computer processing of images from the real
world. This technology uses algorithms to extract,
characterize, and interpret information in visual
images of a three-dimensional world.
VRML:
Virtual Reality Modeling Language.
A computer-graphics programming language used
to represent interactive vector graphics and render
3D virtual worlds.
Schroeder, R. (1995). Learning from Virtual Re-
ality Applications in Education.
Virtual Reality:
Research
.
Development and Application
,
1
(1),
33-39.
Shackelford, J. F. (2000).
Introduction to Materi-
als Science for Engineers
(5th ed.). Upper Saddle
River, NJ: Prentice Hall, Inc.
Sherman, W. R., & Craig, A. (2003).
Understand-
ing Virtual Reality: Interface, Application, and
Design
. New York: Kaufmann.
Search WWH ::
Custom Search