![]() This article will show some example of different designs of AR piano augmentation from the composition Studi sulla realtà nuova.Īugmented reality (AR) immersion enables virtual objects and real environments to coexist and encourage experimentation with phenomena that are not possible in the real world. Augmenting interfaces can also be considered a visual expressive tool for the audience and designed accordingly: the performer's point of view (or another point of view provided by an external camera) can be mirrored to a projector. In addition, it is possible to accurately sample space and to map it with differentiated functions. Each of these modifications can be made obvious to the performer by using strategies of visual feedback. In fact, the 3D visual feedback, delivering a precise indication of the spatial configuration/function of each virtual interface, can make the instrumental augmentation process more intuitive for the interpreter and more resourceful for a composer/creator: interfaces can change their behavior over time, can be reshaped, activated or deactivated. Augmented Reality, by rendering virtual objects in the real world and by making those objects interactive (via some sensor-generated input), provides a new frame for this research field. The possibility to use sensors for providing an input for sound processing/synthesis units let composers and sound artist open up new ways for experimentation. in conclusion, we hope the augmented reality in educational game design can be further inspiring and expanded by combining more knowledge and skills.Īugmented instruments have been a widely explored research topic since the late 80s. The literature review shows that most authors focusing on the methodology, genre, tool, classification of augmented reality, and the device's interface game design. A total of 111 primary studies published between 2016 to 2020 were used in the analysis. The review studies include filtering relevant information on augmented reality and education game design from four databases to answer research questions. Therefore, this article explains a systematic literature review (SLR) methodology and concept to educational game design in augmented reality applications. one educational medium increasingly accessible to users. aligning of real, and virtual objects with each other in real-time interaction, and 3. combining of real, and virtual objects in a real environment, 2. According to the most common definitions, augmented reality is the technology that has three key requirements: 1. Augmented Reality educational game was a combination of real, virtual worlds, and computer-generated virtual objects in real-time with education. ![]()
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