Augmented Reality Games II (Record no. 87981)
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000 -LEADER | |
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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 |
-- | |
-- | 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 |
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