Virtual Reality, Augmented Reality, and Video Games as Important Factors in Health and Education

Virtual Reality, Augmented Reality, and Video Games as Important Factors in Health and Education

Marva Angélica Mora Lumbreras (Universidad Autónoma de Tlaxcala, Mexico)
DOI: 10.4018/978-1-6684-8639-9.ch009
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Abstract

Some areas of priority attention in Mexico are health and education, which open an opportunity for technology, specifically this chapter presents different projects that use augmented reality (AR), virtual reality (VR), or video games (VG), which provide an excellent contribution to education and the health for its dynamism and interactivity, these projects were developed in the faculty of basic sciences, engineering, and technology (FCBIyT). The projects presented for medicine using AR are Arachnophobia, TEAPRENDE, and SARA (food labeling), AVHI: Non-Hodkin Lymphoma uses VR, and Byoky, a video game. The projects developed for education with AR are LenSeñasMx and Industrial Revolution, the projects that uses VR are the diasporas of Tlaxcala, technological advances by James Watt and the building of a giant virtual computer with this multi-screen environment. Video games for education are Independence of Mexico and the diasporas of Tlaxcala too.
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Augmented Reality, Virtual Reality, And Video Games

Augmented Reality is the combination of the real world with information such as text, audio, video, 2D and/or 3D graphics, in real time and from a mobile device, it can be using markers, which are currently QR, photos, drawings, text or geopositioning, which is to locate yourself at a cartographic point.

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