語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Augmented reality games.. II,. The g...
~
Geroimenko, Vladimir.
FindBook
Google Book
Amazon
博客來
Augmented reality games.. II,. The gamification of education, medicine and art
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Augmented reality games./ edited by Vladimir Geroimenko.
其他題名:
Gamification of education, medicine and art
其他作者:
Geroimenko, Vladimir.
出版者:
Cham :Springer International Publishing : : 2019.,
面頁冊數:
xvi, 306 p. :ill. (some col.), digital ;24 cm.
內容註:
Preface -- Augmented Reality Games in Education -- Augmented Reality Games in Medicine and Healthcare -- Augmented Reality Games in Art.
Contained By:
Springer eBooks
標題:
Augmented reality. -
電子資源:
https://doi.org/10.1007/978-3-030-15620-6
ISBN:
9783030156206
Augmented reality games.. II,. The gamification of education, medicine and art
Augmented reality games.
II,The gamification of education, medicine and art[electronic resource] /Gamification of education, medicine and artedited by Vladimir Geroimenko. - Cham :Springer International Publishing :2019. - xvi, 306 p. :ill. (some col.), digital ;24 cm.
Preface -- Augmented Reality Games in Education -- Augmented Reality Games in Medicine and Healthcare -- Augmented Reality Games in Art.
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.
ISBN: 9783030156206
Standard No.: 10.1007/978-3-030-15620-6doiSubjects--Topical Terms:
1620831
Augmented reality.
LC Class. No.: QA76.9.A94
Dewey Class. No.: 006.8
Augmented reality games.. II,. The gamification of education, medicine and art
LDR
:02284nmm a2200337 a 4500
001
2191198
003
DE-He213
005
20190523065828.0
006
m d
007
cr nn 008maaau
008
200504s2019 gw s 0 eng d
020
$a
9783030156206
$q
(electronic bk.)
020
$a
9783030156190
$q
(paper)
024
7
$a
10.1007/978-3-030-15620-6
$2
doi
035
$a
978-3-030-15620-6
040
$a
GP
$c
GP
041
0
$a
eng
050
4
$a
QA76.9.A94
072
7
$a
UYZG
$2
bicssc
072
7
$a
COM070000
$2
bisacsh
072
7
$a
UYZG
$2
thema
082
0 4
$a
006.8
$2
23
090
$a
QA76.9.A94
$b
A921 2019
245
0 0
$a
Augmented reality games.
$n
II,
$p
The gamification of education, medicine and art
$h
[electronic resource] /
$c
edited by Vladimir Geroimenko.
246
3 0
$a
Gamification of education, medicine and art
260
$a
Cham :
$b
Springer International Publishing :
$b
Imprint: Springer,
$c
2019.
300
$a
xvi, 306 p. :
$b
ill. (some col.), digital ;
$c
24 cm.
505
0
$a
Preface -- Augmented Reality Games in Education -- Augmented Reality Games in Medicine and Healthcare -- Augmented Reality Games in Art.
520
$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 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.
650
0
$a
Augmented reality.
$3
1620831
650
0
$a
Video games.
$3
531612
650
0
$a
Gamification.
$3
3197776
650
1 4
$a
User Interfaces and Human Computer Interaction.
$3
892554
650
2 4
$a
Game Development.
$3
3166400
650
2 4
$a
Computers and Education.
$3
892757
650
2 4
$a
Health Informatics.
$3
892928
700
1
$a
Geroimenko, Vladimir.
$3
896085
710
2
$a
SpringerLink (Online service)
$3
836513
773
0
$t
Springer eBooks
856
4 0
$u
https://doi.org/10.1007/978-3-030-15620-6
950
$a
Computer Science (Springer-11645)
筆 0 讀者評論
館藏地:
全部
電子資源
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W9373842
電子資源
11.線上閱覽_V
電子書
EB QA76.9.A94
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入