Augmented Reality Games II The Gamification of Education, Medicine 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
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Augmented Reality Games II The Gamification of Education, Medicine and Art
Augmented Reality Games II
Vladimir Geroimenko Editor
Augmented Reality Games II The Gamification of Education, Medicine and Art
123
Editor Vladimir Geroimenko Faculty of Informatics and Computer Science The British University in Egypt (BUE) Cairo, Egypt
ISBN 978-3-030-15619-0 ISBN 978-3-030-15620-6 https://doi.org/10.1007/978-3-030-15620-6
(eBook)
Library of Congress Control Number: 2019935483 © Springer Nature Switzerland AG 2019 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, expressed or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations. This Springer imprint is published by the registered company Springer Nature Switzerland AG The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland
This pioneering two-volume research monograph is dedicated to future generations of augmented reality game designers and players. With sincere gratitude to the British University in Egypt (BUE), an excellent place to work, teach and write books.
Preface
This book is unique in two main respects: it is the first ever research monograph on the subject of Augmented Reality (AR) Games and also it has been published in two separate and rather substantial volumes. In Volume I, the phenomenon of the Pokémon GO game is analysed in theoretical, cultural and conceptual contexts, with emphasis on its nature and the educational use of the game. 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, health care, medicine and art. The two-part monograph has been written by a team of 70 leading researchers, practitioners and artists distinguished by their specialist expertise, significant publications and ongoing projects. The books’ co-authors are from 20 countries all around the world: Australia, Belgium, Brazil, Denmark, Egypt, F
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