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Bibliografia

AKHTAR, Omar. Understanding Use Cases for Augmented, Mixed and Virtual Reality. Research Report Altimeter, 2018.

ALCAÑIZ, Mariano. The Future Fabrics of Reality: Socio-psychological Aspects of Human Interaction in Advanced Mixed Reality Environments. In: De PAOLIS, Lucio Tommaso; BOURDOT, Patrick; MONGELLI, Antonio (Eds.) Augmented Reality, Virtual Reality, and Computer Graphics. 4th International Conference, AVR 2017.  Cham, Switzerland: Springer, 2017. (Proceedings, Part I).

ALTINPULLUK, Hakan; KESIM, Mehmet. The classification of augmented reality books: a literature review. Anadolu (Turquia): Anadolu University, Open Education Faculty, 2016. (Conferência) Disponível em: https://www.researchgate.net/publication/298349643_The_Classification_of_Augmented_Reality_Books_A_Literature_Review

ARNALDI, Bruno; GUITTON, Pascal; MOREAU Guillaume (Eds.). Virtual Reality and

Augmented Reality: Myths and Realities. Londres & Hoboken: ISTE Ltd and John Wiley & Sons, Inc, 2018.

ARIEL, Galit. Augmenting Alice: The future of identity, experience and reality. Amsterdam: Bis Publishers, 2017. Parcialmente disponível em: https://www.amazon.com/Augmenting-Alice-Identity-Experience-Reality/dp/9063694709

BACCA, J.; BALDIRIS, S.; FABREGAT, R., Graf, S.; KINSHUK. (2014). Augmented reality trends in education: a systematic review of research and applications. Educational Technology & Society, 17(4), p. 133–149. Disponível em: file:///C:/Users/Edi/Downloads/AugmentedRealityTrendsinEducation-ASystematicReviewofResearchandApplications.pdf

CARBONELL-CARRERA, Carlos; SAORÍN, José-Luis; MEIER, Cecile; MELIÁN-DÍAZ, Dámari; DE-LA-TORRE-CANTERO, Jorge. Tecnologías para la incorporación de objetos 3d em libros de papel y libros digitales. El profesional de la información, v. 25, n. 4, 2016.

 

CHENG, Kun-Hung; TSAI, Chin-Chung. Children and parents’ reading of an augmented reality picture book: Analyses of behavioral patterns and cognitive attainment. Computers & Education 72 (2014) 302–312. Disponível em: https://www.sciencedirect.com/science/article/pii/S0360131513003278?via%3Dihub

EIKSUND, Olaug. Children’s Interaction with Augmented Reality Storybooks ‐ A human‐computer interaction study. Bergen (Noruega): Department of Information Science and Media Studies, 2012. Tese de doutorado. Disponível em: http://bora.uib.no/bitstream/handle/1956/5716/93555837.pdf?sequence=1

FOYLE, D. C., ANDRE, A. D., & HOOEY, B. L. Situation Awareness in an Augmented Reality Cockpit: Design, Viewpoints, 2005.

GRASSET Raphaël; BILLINGHURST, Mark; DUENSER, Andreas. Edutainment with a Mixed Reality Book: A visually augmented illustrative children’s book. ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology. Yokohama, Japan — December 03 - 05, 2008, p. 292-295.

INGLOBE TECHNOLOGIES SRL. AUGMENTED REALITY AND THE FUTURE OF PRINTING AND PUBLISHING OPPORTUNITIES AND PERSPECTIVES. Disponível em: https://www.inglobetechnologies.com/docs/whitepapers/AR_printing_whitepaper_en.pdf

KUCIRKOVA, N. (2014d). Transmedia in children’s apps: Now is the time for innovation. Joan Ganz Cooney Center. Disponível em: http://www.joanganzcooneycenter.org/2014/10/15/transmediain-childrens-apps-now-is-the-time-for-innovation/

NASCHOLD, Angela Chuvas et al. Contando histórias com realidade aumentada: estratégia para promover a fluência da leitura infantil. Letras de Hoje, Porto Alegre, v. 59, n. 1, 2015, p. 138-146.

PEDDIE, Jon. Augmented Reality: Where We Will All Live. Cham, Switzerland: Springer, 2017.

RUIZ-ARIZA, Alberto; CASUSO, Rafael Antonio; SUAREZ-MANZANO, Sara; MARTÍNEZ-LÓPEZA, Emilio J. Effect of augmented reality game Pokémon GO on cognitive performance and emotional intelligence in adolescent young. Computers & Education, Volume 116, January 2018, p. 49-63. Disponível em: https://www.sciencedirect.com/science/article/pii/S0360131517302002

SAÇASHIMA, Rosemery Emika. A realidade aumentada: desafios técnicos e algumas aplicações em jogos e nas artes visuais. São Paulo: USP, 2011. (Dissertação de mestrado)

SICART, Miguel. Reality has always been augmented: Play and the promises of Pokémon GO. Mobile Media & Communication 5(1) · November 2016. https://journals.sagepub.com/doi/abs/10.1177/2050157916677863

WILKINSON, Edmund. Cyber-serendipity: imagining the augmented library environment. Catalogue and Index issue, n. 188, setembro 2017, p. 55-58. Disponível em: https://archive.cilip.org.uk/cataloguing-indexing-group/catalogue-index/catalogue-index-issue-188-september-2017

WRIGHT, Rewa. Post-human Narrativity and Expressive Sites: Mobile ARt as Software Assemblage. In: GEROIMENKO, Vladimir (ed.). 2. Ed. Augmented Reality Art: From an Emerging Technology to a Novel Creative Medium. Cham, Switzerland: Springer, 2018.

YILMAZ, Rabia M.; KUCUK, Sevda; GOKTAS, Yuksel. Are augmented reality picture books magic or real for preschool children aged five to six? British Journal of Educational Technology, Vol 48, N. 3, 2017, p. 824–841. Disponível em: https://pdfs.semanticscholar.org/f91e/c305ec063600efb1c4501490cb7ab9a355b7.pdf

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