LEADER 00794nam0 22002291i 450 001 RML0261304 005 20231121125718.0 100 $a20121121d1994 ||||0itac50 ba 101 | $aund 102 $ait 181 1$6z01$ai $bxxxe 182 1$6z01$an 200 1 $aRoma capitale (1447-1527) 210 $aRoma $cMinistero Per I Beni Culturali E Ambientali. Ufficio Centrale Per I Beni Archivistici $d1994 801 3$aIT$bIT-01$c20121121 850 $aIT-FR0017 899 $aBiblioteca umanistica Giorgio Aprea$bFR0017 912 $aRML0261304 950 0$aBiblioteca umanistica Giorgio Aprea$d 52COBAL A.4(29)$e 52VM 0000312895 VM barcode:27741-10VM$fA $h20010423$i20121204 977 $a 52 996 $aRoma capitale$963773 997 $aUNICAS LEADER 02401nam 2200337 450 001 996574855203316 005 20231211115043.0 010 $a1-5044-6448-6 024 7 $a10.1109/IEEESTD.2020.9069498 035 $a(CKB)5280000000208107 035 $a(NjHacI)995280000000208107 035 $a(EXLCZ)995280000000208107 100 $a20231211d2020 uy 0 101 0 $aeng 135 $aur||||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$a1589-2020 - IEEE Standard for Augmented Reality Learning Experience Model /$fInstitute of Electrical and Electronics Engineers 210 1$aNew York, New York :$cIEEE,$d2020. 215 $a1 online resource (48 pages) 330 $aAugmented Reality (AR) promises to provide significant boosts in operational efficiency by making information available to employees needing task support in context in real time. To support according implementations of AR training systems,this document proposes an overarching integrated conceptual model that describes interactions between the physical world, the user, and digital information, the context for AR-assisted learning and other parameters of the environment. It defines two data models and their binding to XML and JSON for representing learning activities (also known as employee tasks and procedures) and the learning environment in which these tasks are performed (also known as the workplace). The interoperability specification and standard is presented in support of an open market where interchangeable component products provide alternatives to monolithic Augmented Reality-assisted learning systems. Moreover, it facilitates the creation of experience repositories and online marketplaces for Augmented Reality-enabled learning content. Specific attention was given to reuse and repurposing of existing learning content and catering to 'mixed' experiences combining real world learner guidance with the consumption (or production) of traditional contents such as instructional video material or learning apps and widgets. 606 $aEducational technology 615 0$aEducational technology. 676 $a371.33 801 0$bNjHacI 801 1$bNjHacl 906 $aDOCUMENT 912 $a996574855203316 996 $a1589-2020 - IEEE Standard for Augmented Reality Learning Experience Model$92584732 997 $aUNISA