Augmented Reality Games II The Gamification of Education, Medicine and 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 leadi...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Άλλοι συγγραφείς: Geroimenko, Vladimir (Επιμελητής έκδοσης, http://id.loc.gov/vocabulary/relators/edt)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Cham : Springer International Publishing : Imprint: Springer, 2019.
Έκδοση:1st ed. 2019.
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
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245 1 0 |a Augmented Reality Games II  |h [electronic resource] :  |b The Gamification of Education, Medicine and Art /  |c edited by Vladimir Geroimenko. 
250 |a 1st ed. 2019. 
264 1 |a Cham :  |b Springer International Publishing :  |b Imprint: Springer,  |c 2019. 
300 |a XVI, 306 p. 128 illus., 110 illus. in color.  |b online resource. 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
347 |a text file  |b PDF  |2 rda 
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 User interfaces (Computer systems). 
650 0 |a Computer games-Programming. 
650 0 |a Education-Data processing. 
650 0 |a Health informatics. 
650 1 4 |a User Interfaces and Human Computer Interaction.  |0 http://scigraph.springernature.com/things/product-market-codes/I18067 
650 2 4 |a Game Development.  |0 http://scigraph.springernature.com/things/product-market-codes/I29040 
650 2 4 |a Computers and Education.  |0 http://scigraph.springernature.com/things/product-market-codes/I24032 
650 2 4 |a Health Informatics.  |0 http://scigraph.springernature.com/things/product-market-codes/I23060 
700 1 |a Geroimenko, Vladimir.  |e editor.  |4 edt  |4 http://id.loc.gov/vocabulary/relators/edt 
710 2 |a SpringerLink (Online service) 
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776 0 8 |i Printed edition:  |z 9783030156190 
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856 4 0 |u https://doi.org/10.1007/978-3-030-15620-6  |z Full Text via HEAL-Link 
912 |a ZDB-2-SCS 
950 |a Computer Science (Springer-11645)