Augmented Reality Games II: The Gamification of Education, Medicine and Art
Editat de Vladimir Geroimenkoen Limba Engleză Hardback – 4 iun 2019
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 forstudents (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.
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 forstudents (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.
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Specificații
ISBN-13: 9783030156190
ISBN-10: 3030156192
Pagini: 269
Ilustrații: XVI, 306 p. 128 illus., 110 illus. in color.
Dimensiuni: 155 x 235 x 24 mm
Greutate: 0.59 kg
Ediția:2019
Editura: Springer International Publishing
Colecția Springer
Locul publicării:Cham, Switzerland
ISBN-10: 3030156192
Pagini: 269
Ilustrații: XVI, 306 p. 128 illus., 110 illus. in color.
Dimensiuni: 155 x 235 x 24 mm
Greutate: 0.59 kg
Ediția:2019
Editura: Springer International Publishing
Colecția Springer
Locul publicării:Cham, Switzerland
Cuprins
Preface.- Augmented Reality Games in Education.- Augmented Reality Games in Medicine and Healthcare.- Augmented Reality Games in Art.
Textul de pe ultima copertă
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.
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.
Caracteristici
The second volume of a pioneering two-part monograph written by a team of 70 researchers from 20 countries Explores the practical use of augmented reality games as a novel type of serious games in the field of education, medicine, healthcare, and digital art Analyses augmented reality games in education, considers their use for improving people’s well-being and for health promotion, explores the gamification of augmented reality art
Notă biografică
Dr Vladimir Geroimenko is a Professor at the Faculty of Informatics and Computer Science of the British University in Egypt, Cairo. He has edited and authored 21 books, 14 of which have been published by Springer. His most recent research monographs include: “Augmented Reality and Artificial Intelligence: The Fusion of Advanced Technologies”, Springer, 2023; “Augmented Reality Art: From an Emerging Technology to a Novel Creative Medium”, 3rd Edition, Springer, 2022; “Augmented Reality in Tourism, Museums and Heritage: A New Technology to Inform and Entertain”, Springer, 2021: “Augmented Reality in Education: A New Technology for Teaching and Learning”, Springer, 2020; “Augmented Reality Games I: Understanding the Pokémon GO Phenomenon”, Springer, 2019 and “Augmented Reality Games II: The Gamification of Education, Medicine and Art”, Springer, 2019.
Dr Geroimenko received his MSc degree in Physics and Mathematics from Vitebsk State University, Belarus (1976), PhD degree in the Methodology of Science from Belarusian Academy of Sciences, Minsk (1982) and a higher DSc (Doctor of Science) degree in Cognitive Sciences from Belarusian State University, Minsk (1990). From 1982 to 1998, he worked at the Belarusian Academy of Sciences. From 1991 to 1993, he was a Research Fellow of the Alexander von Humboldt Foundation at the Ruhr-University Bochum, Germany and from 1995 to 1998 – Visiting Professor at the SSKKII Centre for Cognitive Science, Goteborg University & Chalmers University of Technology, Sweden. In 1998, he joined the University of Plymouth, UK as a Reader in Multimedia and Web Technology. In September 2016, he joined the British University in Egypt as a Professor of Informatics and Computer Science.
Dr Geroimenko is also a digital artist and short story writer. A British citizen since 2002, was born in the Vitebsk Region of Belarus, the legendary birthplace of Mark Chagall. Since 1995, he has been experimenting with different types of digital art. His limited-edition prints are in private collections of Australia, Brazil, Canada, Finland, France, Germany, Holland, Japan, Malta, Mexico, Russia, Spain, Switzerland, UK, and USA. In 2013, he published the book “A Bottle of Plymouth Gin: 12 Detective Stories Set in Devon & Cornwall”, which features 12 mysterious cases rooted in the lore of two of the most beautiful British counties. More than 60 of his art books of digital, abstract, and surrealist paintings are available in Amazon Kindle stores worldwide.