Details

Augmented Reality Games II


Augmented Reality Games II

The Gamification of Education, Medicine and Art

von: Vladimir Geroimenko

149,79 €

Verlag: Springer
Format: PDF
Veröffentl.: 23.05.2019
ISBN/EAN: 9783030156206
Sprache: englisch

Dieses eBook enthält ein Wasserzeichen.

Beschreibungen

<div><p>This is the second of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries.&nbsp;</p><p>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.&nbsp;</p><p><i>Augmented Reality Games II </i>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.&nbsp;</p></div><p></p>
Preface.-&nbsp;Augmented Reality Games in Education.-&nbsp;Augmented Reality Games in Medicine and Healthcare.-&nbsp;Augmented Reality Games in Art.
<p></p><p>This is the second of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries.&nbsp;</p><p>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. </p><i>Augmented Reality Games II </i>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.&nbsp;<p></p><br><p></p>
The second volume of a pioneering two-part monograph written by a team of 70 researchers from 20 countries Explores the practical use of augmented reality games as a novel type of serious games in the field of education, medicine, healthcare, and digital art Analyses augmented reality games in education, considers their use for improving people’s well-being and for health promotion, explores the gamification of augmented reality art

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