Technological developments bring along lots of innovations. One of the innovations that have become widespread in recent years is the concept of augmented reality. In current scientific literature there are a lot of studies in literature about augmented reality which can be defined as the combination of real and virtual worlds, experienced by humans in a unified view. Aim of this study is to present the historical development and area of usage of augmented reality. This study will hopefully provide a timely insight into the current state of research on the use of augmented reality.
SÜNGER, İ., ÇANKAYA, S. (2019). Augmented Reality: Historical Development and Area of Usage. Journal of Educational Technology and Online Learning, Cilt: 2 - Sayı: 3, 118–133. https://ajindex.com/articles/776133
Abdüsselam, M. S. (2014). Artırılmış gerçeklik ortamı kullanılarak fizik dersi manyetizma konusunda öğretim materyalinin geliştirilmesi ve değerlendirilmesi. Doktora Tezi, Karadeniz Teknik Üniversitesi,
Eğitim Bilimleri Enstitüsü, Ortaöğretim Fen ve Matematik Alanları Eğitimi Anabilim Dalı, Trabzon. Altınpulluk, H. (2015). Artırılmış gerçekliği anlamak: kavramlar ve uygulamalar. Açıköğretim Uygulamaları ve Araştırmaları Dergisi, 1 (4), 123-131.
Altınpulluk, H., & Kesim, M. (2015). Geçmişten günümüze artırılmış gerçeklik uygulamalarında gerçekleşen paradigma değişimleri. Akademik Bilişim Kongresi, 4-6.
Arth, C., Grasset, R., Gruber, L., Langlotz, T., Mulloni, A., & Wagner, D. (2015). The history of mobile augmented reality. arXiv preprint arXiv:1505.01319. Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators & Virtual Environments, 6 (4), 355-385.
Bacca, J., Baldiris, S., Fabregat, R., & Graf, S. (2014). Augmented reality trends in education: a systematic review of research and applications. Baum, L. F. (1901). The master key an electrical fairy tale [online]. (18.04.2019), http://www.gutenberg.org/ebooks/436?msg=welcome_stranger
Berelson, B. (1952). Content analysis in communication research. Illinois: The Free Press,
Glencoe. Billinghurst, M. (2002). Augmented reality in education. New horizons for learning, 12 (5), 1-5.
Bozkurt, A., & Durak, G. (2018). A systematic review of gamification research: In pursuit of homo ludens. International Journal of Game-Based Learning (IJGBL), 8 (3), 15-33.
Brown, L. D., & Hua, H. (2006). Magic lenses for augmented virtual environments. IEEE Computer Graphics and Applications, 26 (4), 64-73.
Caudell, T. P., & Mizell, D. W. (1992). Augmented reality: An application of heads-up display technology to manual manufacturing processes. In Proceedings of the twenty-fifth Hawaii international conference on system sciences (2, 659-669).
Cevher, A. Y. (2017). Öğrenme stilleri konusunda yapılmış akademik çalışmaların incelenmesi Sistematik d