There are currently 8 names in this directory beginning with the letter A.
Affective Learning Objectives
Affective learning objectives are learning goals in the area of feelings, attitudes and values. They are trained via reflection, networking and practical application (affective = emotive).
The capacity of an entity to act in, and influence, an environment, here a virtual or artificially augmented environment.
Emirbayer, Mustafa, and Ann Mische. 'What is agency?.' American journal of sociology 103.4 (1998): 962-1023.
See Augmented Reality / Virtual Reality
Digital assistance aims at supporting users in all possible situations via intelligent and adaptive technologies.
In Augmented Reality the visible natural world is overlaid with a layer of digital content, which happens in real-time, is correctly aligned with the real world and is interactive.
Azuma, Ronald, et al. 'Recent advances in augmented reality.' IEEE computer graphics and applications 21.6 (2001): 34-47.
The extent to which a human author pre-ordains possible narratives to experience or creates explorable virtual worlds that adapt to users.
Tools that help authors of (educational) content create material, e.g. for the use in AR/VR. In comparison to IDE's authoring tools work on an abstract, more user friendly layer which compensate the IT and 3D expertise normally needed to create AR/VR content.
The virtual representation of an user in a virtual environment, most relevant for aspects of immersion and presence as well as social AR/VR settings.