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Augmented and Virtual Reality in the Metaverse / / edited by Vladimir Geroimenko
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
Opac: Controlla la disponibilità qui
Augmented Reality Games II : The Gamification of Education, Medicine and Art / / edited by Vladimir Geroimenko
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
Opac: Controlla la disponibilità qui