Rev. Téc. Ing. Univ. Zulia. Vol. 43, No. 3, 2020, September-December, pp. 114 - 176
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Realidad Aumentada Móvil
Introduction
The constant search for new tools that serve
to facilitate and enhance the capture of the capture of
knowledge in diverse areas of understanding, is an activity
that will always be a part of the evolution of information
and communication technologies (ICT), especially those
that are commonly used in human everyday life. It is there,
where smart mobile devices or Smartphone stand out
to its undeniable in university classrooms, this opens the
window of opportunities for the implementation of new
teaching strategies.
According to Paredes [1], cell phones in the
classroom are mainly used for searching for information
information storage, website platforms use, applications
use (app), currently being mobile devices in association
with other technologies the most used aspect, since it
transforms these mobile devices into power teaching tools,
a fact that is being recognized by educators worldwide.
Among those associated technologies, AR has outdone the
Figure 1.[2].
adding digital content or virtual information to elements
which comes into contact with the real environment and
the virtual environment simultaneously, as showed in
Figure 1. The architecture of this technology includes three
fundamental elements: the display devices, these are the
peripheral hardware in charge of capturing images of the
real world, such as web cameras, tablets or smart phones.
AR when using this last type of device takes on the name
m-AR. Another essential elements are the software used,
which are divided into integration, display and modeling,
all these can work in isolation or integrated and are
responsible for generating virtual objects and combining
all the element of the scene, both real and virtual, showing
them on the screen to the user. Finally, triggers are those
that prompt the appearance of virtual information, which
can be QR codes, objects, geolocation or markers and
virtual objects in the real world.
makes the perception of the environment a more
an innovative tool that can be used to improve the
learning process of any topic where it is implemented.
In addition to the previously mentioned, the undeniable
universalization of mobile devices is presented, which
allows the interaction between the realities captured by
the students to be complemented with superimposed
digital data in a simple way without detracting from the
main theme where it is implemented, this makes for a
process in university education, Moreno and Pérez [5]
indicate that they have been implemented in strategies
such as educational games with AR, object modeling with
AR, books with AR, teach materials with AR, all primarily
intended for the development of students’ professional
skills.
This has led to the study of the impact of
strategies on said pedagogical process, in areas such
as biology, physics, grammar, languages, mathematics,
religion, arts, etc. [6]. For their part, in the area of the
industrial design and technical drawing, the following
investigations stand out: In 2017, Ayala, Blázquez and
Montes-Tubío [7] showed the good response from students
method. Then in 2018, Cerquiera, Clero, Moura and Sylla
[8] measured the university students’ level of enjoyment,
using a pilot application of virtual reality visualization,
construction, deconstruction and manipulation of
Recently in 2019, Garzón and Acevedo [9] performed a
meta-analysis of 64 quantitative investigations present
and Google Scholar) conducted between 2010-2018
to analyze the impact of augmented reality on student
learning. All these pedagogical investigations reinforced
that the implementation of innovative strategies is highly
relevant for students’ cognitive development, and even
more if these activities are supported by tools that help
to develop spatial reasoning through the demonstration
of abstract concepts in interaction with multimedia
resources. This is combined with the need for universities
to adapt and update themselves in the use of new tools
promising present and future as a line of applied research
associated with disruptive pedagogical innovation [11].
successful use of these innovative technologies in the
classroom, which according to Ferguson [12], not only has
a positive impact on students achieving cognitive change,