logo

EbookBell.com

Most ebook files are in PDF format, so you can easily read them using various software such as Foxit Reader or directly on the Google Chrome browser.
Some ebook files are released by publishers in other formats such as .awz, .mobi, .epub, .fb2, etc. You may need to install specific software to read these formats on mobile/PC, such as Calibre.

Please read the tutorial at this link:  https://ebookbell.com/faq 


We offer FREE conversion to the popular formats you request; however, this may take some time. Therefore, right after payment, please email us, and we will try to provide the service as quickly as possible.


For some exceptional file formats or broken links (if any), please refrain from opening any disputes. Instead, email us first, and we will try to assist within a maximum of 6 hours.

EbookBell Team

Augmented Reality Games Ii The Gamification Of Education Medicine And Art 1st Ed Vladimir Geroimenko

  • SKU: BELL-10486856
Augmented Reality Games Ii The Gamification Of Education Medicine And Art 1st Ed Vladimir Geroimenko
$ 31.00 $ 45.00 (-31%)

5.0

38 reviews

Augmented Reality Games Ii The Gamification Of Education Medicine And Art 1st Ed Vladimir Geroimenko instant download after payment.

Publisher: Springer International Publishing
File Extension: PDF
File size: 14.41 MB
Author: Vladimir Geroimenko
ISBN: 9783030156190, 9783030156206, 3030156192, 3030156206
Language: English
Year: 2019
Edition: 1st ed.

Product desciption

Augmented Reality Games Ii The Gamification Of Education Medicine And Art 1st Ed Vladimir Geroimenko by Vladimir Geroimenko 9783030156190, 9783030156206, 3030156192, 3030156206 instant download after payment.

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.

Related Products