Buch, Englisch, 306 Seiten, Paperback, Format (B × H): 155 mm x 235 mm, Gewicht: 561 g
The Gamification of Education, Medicine and Art
Buch, Englisch, 306 Seiten, Paperback, Format (B × H): 155 mm x 235 mm, Gewicht: 561 g
ISBN: 978-3-030-15622-0
Verlag: Springer International Publishing
Volume II explores the most important and challenging issues that have been raised by the use of the Augmented Reality approach and technology in the gamification of education, healthcare, medicine and art. The volume deals with a systematic analysis of educational augmented reality games, their use for health promotion in old age and for improving people’s well-being, the gamification of augmented reality art and immersive reading experiences, among other topics.
Augmented Reality Games II is essential reading not only for researchers, practitioners, game developers and artists, but also forstudents (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.
Zielgruppe
Research
Autoren/Hrsg.
Fachgebiete
- Medizin | Veterinärmedizin Medizin | Public Health | Pharmazie | Zahnmedizin Medizin, Gesundheitswesen Medizinische Mathematik & Informatik
- Mathematik | Informatik EDV | Informatik Informatik Virtuelle Realität, Erweiterte Realität
- Sozialwissenschaften Pädagogik Lehrerausbildung, Unterricht & Didaktik E-Learning, Bildungstechnologie
- Mathematik | Informatik EDV | Informatik Informatik Mensch-Maschine-Interaktion
- Mathematik | Informatik EDV | Informatik Professionelle Anwendung Interaktionsdesign für Computerspiele
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Spiele-Programmierung, Rendering, Animation
- Mathematik | Informatik EDV | Informatik EDV & Informatik Allgemein E-Learning
Weitere Infos & Material
Preface.- Augmented Reality Games in Education.- Augmented Reality Games in Medicine and Healthcare.- Augmented Reality Games in Art.