Augmented and Virtual Reality in the Metaverse / / edited by Vladimir Geroimenko |
Autore | Geroimenko Vladimir |
Edizione | [1st ed. 2024.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 |
Descrizione fisica | 1 online resource (347 pages) |
Disciplina |
5,437
4,019 |
Collana | Springer Series on Cultural Computing |
Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Computers and civilization Artificial intelligence User Interfaces and Human Computer Interaction Computers and Society Artificial Intelligence |
ISBN | 3-031-57746-9 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Part I: Changing the Educational Experience -- Part II: Influencing Art, Culture and Society -- Part III: Engaging Artificial Intelligence and Other Advanced Technologies. |
Record Nr. | UNINA-9910857796503321 |
Geroimenko Vladimir | ||
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Augmented Reality Games II : The Gamification of Education, Medicine and Art / / edited by Vladimir Geroimenko |
Autore | Geroimenko Vladimir |
Edizione | [2nd ed. 2024.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2024 |
Descrizione fisica | 1 online resource (371 pages) |
Disciplina |
5,437
4,019 |
Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Video games - Programming Education - Data processing Medical informatics User Interfaces and Human Computer Interaction Game Development Computers and Education Health Informatics |
ISBN | 3-031-54475-7 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | 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. |
Record Nr. | UNINA-9910855377103321 |
Geroimenko Vladimir | ||
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2024 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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