Informing high school students about smart industry using a gamified AR-experience
The purpose of this thesis is to investigate how secondary high school students can be informed about smart industry using Augmented Reality (AR) and gamification together with a physical component. This thesis is a collaboration between Cybercom and the project Smarta Fabriker (Smart Factories). Th...
Main Author: | |
---|---|
Format: | Others |
Language: | English |
Published: |
Malmö universitet, Fakulteten för kultur och samhälle (KS)
2018
|
Subjects: | |
Online Access: | http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23984 |