Augmented Reality Games II (Record no. 87981)

000 -LEADER
fixed length control field 05052nam a22005775i 4500
001 - CONTROL NUMBER
control field 978-3-031-54475-0
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20240730172042.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 240507s2024 sz | s |||| 0|eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
ISBN 9783031544750
-- 978-3-031-54475-0
082 04 - CLASSIFICATION NUMBER
Call Number 005.437
082 04 - CLASSIFICATION NUMBER
Call Number 004.019
245 10 - TITLE STATEMENT
Title Augmented Reality Games II
Sub Title The Gamification of Education, Medicine and Art /
250 ## - EDITION STATEMENT
Edition statement 2nd ed. 2024.
300 ## - PHYSICAL DESCRIPTION
Number of Pages XIX, 365 p. 147 illus., 128 illus. in color.
505 0# - FORMATTED CONTENTS NOTE
Remark 2 Part I: Augmented reality games in education -- Educational augmented reality games -- New horizons for digital youth: Augmented reality and the gamification of elementary and secondary education -- A new key competence: Teachers' methodological knowledge of augmented reality and its gaming potential -- Augmented imagination: Creating immersive and playful reading experiences -- Learning to build a Doric temple: The augmentation of knowledge through AR gamification -- Explorations in mixed reality with learning and teaching frameworks: Lessons from Ludus and the Vulcan academy -- Novel teaching methods in the classroom: The use of augmented reality games -- Part II: Augmented reality games in medicine and healthcare -- The unexplored potential of playful ambient projection-based AR to improve well-being -- Augmented reality games for health promotion in old age -- The healing App: Augmented reality and art for pediatric patients with chronic pain -- From boring to engaging: Using gamification to transform dental education and practice -- The gamification of physical education using augmented reality technology -- Part III: Augmented reality games in art -- The gamification of augmented reality art -- Unintended consequence: Pervasive games and public art -- Defacing the 'Balloon Dog': Art, algorithmic culture and augmented reality -- Circumpolar gamifications in the age of global warming: Ice levels, anxiety and the Anthropocene -- Augmented reality gaming in public space: Dealing with non-player characters or having a shared experience?- Concluding remarks.
520 ## - SUMMARY, ETC.
Summary, etc This is the second edition of the first ever research monograph that explores the exciting field of augmented reality games and their enabling technologies. The new edition has been thoroughly revised and updated, with 6 new chapters included. As well as investigating augmented reality games in education, the book covers the gamification of medicine, healthcare, and art. It has been written by a team of 43 researchers, practitioners, and artists from 12 countries, pioneering in developing and researching the new type of computer games. This book deals with a systematic analysis of educational augmented reality games, the gamification of elementary and secondary education, teachers' novel key skills and new teaching methods in the classroom, creating immersive and playful reading experiences, augmented reality games for health promotion in old age and for transforming dental and physical education and practice, the gamification of augmented reality art, pervasive games, and gaming in public spaces, among other topics. Intended as a starting point for exploring this new fascinating area of research and game development, it will be 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 - SUBJECT ADDED ENTRY--SUBJECT 1
General subdivision Programming.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
General subdivision Data processing.
700 1# - AUTHOR 2
Author 2 Geroimenko, Vladimir.
856 40 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier https://doi.org/10.1007/978-3-031-54475-0
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Koha item type eBooks
264 #1 -
-- Cham :
-- Springer International Publishing :
-- Imprint: Springer,
-- 2024.
336 ## -
-- text
-- txt
-- rdacontent
337 ## -
-- computer
-- c
-- rdamedia
338 ## -
-- online resource
-- cr
-- rdacarrier
347 ## -
-- text file
-- PDF
-- rda
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- User interfaces (Computer systems).
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Human-computer interaction.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computer games
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Education
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Medical informatics.
650 14 - SUBJECT ADDED ENTRY--SUBJECT 1
-- User Interfaces and Human Computer Interaction.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Game Development.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computers and Education.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Health Informatics.
912 ## -
-- ZDB-2-SCS
912 ## -
-- ZDB-2-SXCS

No items available.