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AugmentedWearEdu
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AugmentedWearEdu
augmentedwearedu-c1
1. Introduction to immersive technologies
1.3. Immersive technologies - Metaverse
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◄ 1.2. Immersive technologies - Augmented - Virtual Reality continuum
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1.1. Immersive technologies - Introduction
1.2. Immersive technologies - Augmented - Virtual Reality continuum
2.1. VR devices - technical parameters
2.2. VR devices - tracking technologies
2.3. VR devices - input methods
2.4. VR devices - specialized input devices
2.5. VR devices - review of VR devices
2.6. VR devices - summary
2.7. VR devices - Making VR game in CoSpaces
3.1. Augmented Reality - Introduction
3.2. Augmented Reality - Devices
3.3. Augmented Reality - Software
3.4 Augmented Reality - STEAM
3.5 Augmented Reality - Creating experiences
4.1. Introduction to haptics
4.2. Haptic interfaces
4.3. Tools for haptic content creation
4.4. Some examples of haptics in education
4.5. A simple wearable haptics demo
5.1. Introduction to AR/VR/haptics integration in education
5.2. Digital resources: common multimodal tools. Pros and cons.
5.3. Examples of multimodal simulations for STEM
5.4. Assessment of using multimodal content in STEM education
5.5. Empowering learners with multimodal content
2.1. VR devices - technical parameters ►
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