語系:
繁體中文
English
說明(常見問題)
圖資館首頁
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Augmented reality games.II,The gamif...
~
Geroimenko, Vladimir.
Augmented reality games.II,The gamification of education, medicine and art
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Augmented reality games.edited by Vladimir Geroimenko.
其他題名:
Gamification of education, medicine and art
其他作者:
Geroimenko, Vladimir.
出版者:
Cham :Springer International Publishing :2019.
面頁冊數:
xvi, 306 p. :ill. (some col.), digital ;24 cm.
Contained By:
Springer eBooks
標題:
Augmented reality.
電子資源:
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
LDR
:02284nmm a2200337 a 4500
001
558687
003
DE-He213
005
20190523065828.0
006
m d
007
cr nn 008maaau
008
191219s2019 gw s 0 eng d
020
$a
9783030156206$q(electronic bk.)
020
$a
9783030156190$q(paper)
024
7
$a
10.1007/978-3-030-15620-6
$2
doi
035
$a
978-3-030-15620-6
040
$a
GP
$c
GP
041
0
$a
eng
050
4
$a
QA76.9.A94
072
7
$a
UYZG
$2
bicssc
072
7
$a
COM070000
$2
bisacsh
072
7
$a
UYZG
$2
thema
082
0 4
$a
006.8
$2
23
090
$a
QA76.9.A94
$b
A921 2019
245
0 0
$a
Augmented reality games.
$n
II,
$p
The gamification of education, medicine and art
$h
[electronic resource] /
$c
edited by Vladimir Geroimenko.
246
3 0
$a
Gamification of education, medicine and art
260
$a
Cham :
$b
Springer International Publishing :
$b
Imprint: Springer,
$c
2019.
300
$a
xvi, 306 p. :
$b
ill. (some col.), digital ;
$c
24 cm.
505
0
$a
Preface -- Augmented Reality Games in Education -- Augmented Reality Games in Medicine and Healthcare -- Augmented Reality Games in Art.
520
$a
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.
650
0
$a
Augmented reality.
$3
372874
650
0
$a
Video games.
$3
306464
650
0
$a
Gamification.
$3
830470
650
1 4
$a
User Interfaces and Human Computer Interaction.
$3
274517
650
2 4
$a
Game Development.
$3
761231
650
2 4
$a
Computers and Education.
$3
274532
650
2 4
$a
Health Informatics.
$3
274212
700
1
$a
Geroimenko, Vladimir.
$3
254753
710
2
$a
SpringerLink (Online service)
$3
273601
773
0
$t
Springer eBooks
856
4 0
$u
https://doi.org/10.1007/978-3-030-15620-6
950
$a
Computer Science (Springer-11645)
筆 0 讀者評論
全部
電子館藏
館藏
1 筆 • 頁數 1 •
1
條碼號
館藏地
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
000000171077
電子館藏
1圖書
電子書
EB QA76.9.A94 A921 2019 2019
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
多媒體檔案
https://doi.org/10.1007/978-3-030-15620-6
評論
新增評論
分享你的心得
Export
取書館別
處理中
...
變更密碼
登入