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Audiobook builder 1.5.7
Audiobook builder 1.5.7









audiobook builder 1.5.7

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. 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. 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. With sincere gratitude to the British University in Egypt (BUE), an excellent place to work, teach and write books. This pioneering two-volume research monograph is dedicated to future generations of augmented reality game designers and players. This Springer imprint is published by the registered company Springer Nature Switzerland AG The registered company address is: GewerbestraCham, Switzerland The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations. 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, 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.

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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 use of general descriptive names, registered names, trademarks, service marks, etc. 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. Library of Congress Control Number: 2019935483 © Springer Nature Switzerland AG 2019 This work is subject to copyright. Pages 305-306 Citation previewĪugmented Reality Games II The Gamification of Education, Medicine and ArtĪugmented Reality Games II The Gamification of Education, Medicine and ArtĮditor Vladimir Geroimenko Faculty of Informatics and Computer Science The British University in Egypt (BUE) Cairo, Egypt Unintended Consequence: Pervasive Games and Public Art (Daniel Della-Bosca).Pages 247-262ĭefacing the ‘Balloon Dog’: Art, Algorithmic Culture and Augmented Reality (Rewa Wright).Pages 263-274Ĭircumpolar Gamifications in the Age of Global Warming: Ice Levels, Anxiety and the Anthropocene (Nathan Shafer).Pages 275-304īack Matter. The Gamification of Augmented Reality Art (Patrick Lichty).Pages 225-246 The Healing App: Augmented Reality and Art for Pediatric Patients with Chronic Pain (Olivia Davis, Claudia Hart).Pages 205-221 Gamification in Cognitive Assessment and Cognitive Training for Mild Cognitive Impairment (Vida Groznik, Aleksander Sadikov).Pages 179-204 Playful Ambient Augmented Reality Systems to Improve People’s Well-Being (Julie Ducasse, Matjaž Kljun, Klen Čopič Pucihar).Pages 125-157Īugmented Reality Games for Health Promotion in Old Age (Anna Schlomann, Peter Rasche, Alexander Seifert, Katharina Schäfer, Matthias Wille, Christina Bröhl et al.).Pages 159-177

audiobook builder 1.5.7

Invisible Settlements: Discovering and Reconstructing the Ancient Built Spaces Through Gaming (Dragoş Gheorghiu, Livia Ştefan).Pages 83-102Įxplorations in Mixed Reality with Learning and Teaching Frameworks: Lessons from Ludus and the Vulcan Academy (Gary Grant, Daniel Della-Bosca, Dale Patterson, Shane Prenzler, Scott Roberts).Pages 103-122 Laine, Haejung Suk).Pages 33-56Īugmented Imagination: Creating Immersive and Playful Reading Experiences (Cuauhtli Campos, Julie Ducasse, Klen Čopič Pucihar, Vladimir Geroimenko, Matjaž Kljun).Pages 57-81 Educational Augmented Reality Games (Maheshya Weerasinghe, Aaron Quigley, Julie Ducasse, Klen Čopič Pucihar, Matjaž Kljun).Pages 3-32ĭesigning Educational Mobile Augmented Reality Games Using Motivators and Disturbance Factors (Teemu H.











Audiobook builder 1.5.7