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Augmented reality games.II,The gamif...
~
Geroimenko, Vladimir.
Augmented reality games.II,The gamification of education, medicine and art
Record Type:
Electronic resources : Monograph/item
Title/Author:
Augmented reality games.edited by Vladimir Geroimenko.
remainder title:
Gamification of education, medicine and art
other author:
Geroimenko, Vladimir.
Published:
Cham :Springer International Publishing :2019.
Description:
xvi, 306 p. :ill. (some col.), digital ;24 cm.
Contained By:
Springer eBooks
Subject:
Augmented reality.
Online resource:
https://doi.org/10.1007/978-3-030-15620-6
ISBN:
9783030156206$q(electronic bk.)
Augmented reality games.II,The gamification of education, medicine and art
Augmented reality games.
II,The gamification of education, medicine and art[electronic resource] /Gamification of education, medicine and artedited by Vladimir Geroimenko. - Cham :Springer International Publishing :2019. - xvi, 306 p. :ill. (some col.), digital ;24 cm.
Preface -- Augmented Reality Games in Education -- Augmented Reality Games in Medicine and Healthcare -- Augmented Reality Games in Art.
This is the second of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries. Volume II explores the most important and challenging issues that have been raised by the use of the Augmented Reality approach and technology in the gamification of education, healthcare, medicine and art. The volume deals with a systematic analysis of educational augmented reality games, their use for health promotion in old age and for improving people's well-being, the gamification of augmented reality art and immersive reading experiences, among other topics. Augmented Reality Games II is essential reading not only for researchers, practitioners, game developers and artists, but also for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.
ISBN: 9783030156206$q(electronic bk.)
Standard No.: 10.1007/978-3-030-15620-6doiSubjects--Topical Terms:
372874
Augmented reality.
LC Class. No.: QA76.9.A94
Dewey Class. No.: 006.8
Augmented reality games.II,The gamification of education, medicine and art
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Preface -- Augmented Reality Games in Education -- Augmented Reality Games in Medicine and Healthcare -- Augmented Reality Games in Art.
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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. 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.
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based on 0 review(s)
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電子館藏
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1 records • Pages 1 •
1
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000000171077
電子館藏
1圖書
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EB QA76.9.A94 A921 2019 2019
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1 records • Pages 1 •
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https://doi.org/10.1007/978-3-030-15620-6
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