Geroimenko Augmented Reality Games II
1. Auflage 2019
ISBN: 978-3-030-15622-0
Verlag: Springer, Berlin
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Buch, Englisch,
306 Seiten, Kartoniert, Book, Format (B × H): 155 mm x 235 mm, Gewicht: 590 g
The Gamification of Education, Medicine and Art
1. Auflage 2019,
306 Seiten, Kartoniert, Book, Format (B × H): 155 mm x 235 mm, Gewicht: 590 g
ISBN: 978-3-030-15622-0
Verlag: Springer, Berlin
Seite exportieren
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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 for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.
Educational Augmented Reality Games.- Designing Educational Mobile Augmented Reality Games using Motivators and Disturbance Factors.- Augmented Imagination: Creating Immersive and Playful Reading Experiences.- Invisible Settlements: Discovering and Reconstructing the Ancient Built Spaces through Gaming.- Explorations in Mixed Reality with Learning and Teaching Frameworks: Lessons from Ludus and the Vulcan Academy.- Gamification in Cognitive Assessment and Cognitive Training for Mild Cognitive Impairment.- The Healing App: Augmented Reality and Art for Pediatric Patients with Chronic Pain.- The Gamification of Augmented Reality Art.- Circumpolar Gamifications in the Age of Global Warming: Ice Levels, Anxiety and the Anthropocene.
Research
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 for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.
Educational Augmented Reality Games.- Designing Educational Mobile Augmented Reality Games using Motivators and Disturbance Factors.- Augmented Imagination: Creating Immersive and Playful Reading Experiences.- Invisible Settlements: Discovering and Reconstructing the Ancient Built Spaces through Gaming.- Explorations in Mixed Reality with Learning and Teaching Frameworks: Lessons from Ludus and the Vulcan Academy.- Gamification in Cognitive Assessment and Cognitive Training for Mild Cognitive Impairment.- The Healing App: Augmented Reality and Art for Pediatric Patients with Chronic Pain.- The Gamification of Augmented Reality Art.- Circumpolar Gamifications in the Age of Global Warming: Ice Levels, Anxiety and the Anthropocene.
Research
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