GIS_HANDBOOK_ES
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GIS_HANDBOOK_ES
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1 Norman, D. A. (1993). Things that Make<br />
Us Smart: Defending Human Attributes in<br />
the Age of the Machine. New York:<br />
Addison-Wesley.<br />
2 Carroll, J. M. (1990). The Nurnberg<br />
Funnel. Cambridge, MA: MIT Press.<br />
3 Carroll, J. M. (1998). Minimalism beyond<br />
the Nurnberg Funnel. Cambridge, MA:<br />
MIT Press.<br />
4 Vygotsky, L. S. (1978). Mind in Society:<br />
The Development of Higher Psychological<br />
Processes. Cambridge, MA: Harvard<br />
University Press.<br />
5 Kolb, D. A. and Fry, R. (1975). Toward an<br />
applied theory of experiential learning.<br />
In C. Cooper (ed.) Theories of Group<br />
Process, London: John Wiley.<br />
6 Csíkszentmihályi, M. (1990). Flow:<br />
The Psychology of Optimal Experience.<br />
New York: Harper and Row.<br />
41<br />
7 Emmelkamp, P. M. G., Bruynzeel, M.,<br />
Drost, L., van der Mast, C. A. P. G. (2001).<br />
Virtual Reality treatment in acrophobia:<br />
a comparison with exposure in vivo.<br />
Cyberpsychology & Behavior. June 2001,<br />
4(3): 335-339.<br />
8 ISSA (International Sports Sciences<br />
Association) Press Release (2007).<br />
Digital games May Offer Health Benefits,<br />
Experts Suggest. Disponible en:<br />
http://www.issaonline.com/pressroom/downloads/exertainment.pdf<br />
9 Schmalstieg, D. and Wagner, D. (2007).<br />
Experiences with Handheld Augmented<br />
Reality. Proceedings of the 6 th IEE and<br />
ACM International Symposium on Mixed<br />
and Augmented Reality (ISMAR 2007),<br />
3-15.<br />
10 Squire, K. (2004). Replaying History:<br />
Learning World History through Playing<br />
Civilization III. Disponible en:<br />
http://website.education.wisc.edu/<br />
kdsquire/dissertation.html<br />
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