Academic literature on the topic 'Augmented reality and games'
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Journal articles on the topic "Augmented reality and games"
Mac Namee, Brian, David Beaney, and Qingqing Dong. "Motion in Augmented Reality Games: An Engine for Creating Plausible Physical Interactions in Augmented Reality Games." International Journal of Computer Games Technology 2010 (2010): 1–8. http://dx.doi.org/10.1155/2010/979235.
Full textJacob, João, Hugo da Silva, António Coelho, and Rui Rodrigues. "Towards Location-based Augmented Reality games." Procedia Computer Science 15 (2012): 318–19. http://dx.doi.org/10.1016/j.procs.2012.10.093.
Full textBueno, Salvador, M. Dolores Gallego, and Jan Noyes. "Uses and Gratifications on Augmented Reality Games: An Examination of Pokémon Go." Applied Sciences 10, no. 5 (March 1, 2020): 1644. http://dx.doi.org/10.3390/app10051644.
Full textRichards, Kate Gemma, Kai Yuen Wong, and Mansoor Khan. "Augmented reality game-related injury." BMJ Case Reports 11, no. 1 (November 2018): e224012. http://dx.doi.org/10.1136/bcr-2017-224012.
Full textLyra, Mauricio Rocha, and Yuri de Freitas Vasconcelos. "JOGOS EM REALIDADE AUMENTADA / AUGMENTED REALITY GAMES." Brazilian Journal of Development 7, no. 3 (2021): 24257–66. http://dx.doi.org/10.34117/bjdv7n3-230.
Full textAzad, Sasha, Carl Saldanha, Cheng-Hann Gan, and Mark Riedl. "Procedural Level Generation for Augmented Reality Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 12, no. 1 (June 25, 2021): 247–49. http://dx.doi.org/10.1609/aiide.v12i1.12850.
Full textKim, Hyo-Joung, and Jung-Hwan Sung. "Spatial Analysis of Mobile Augmented Reality Games." Journal of Korea Game Society 19, no. 4 (August 31, 2019): 5–14. http://dx.doi.org/10.7583/jkgs.2019.19.4.5.
Full textHassan, Ibrahim, and Atef Zaki. "3d Educational Games Supported By Augmented Reality." International Journal of Multidisciplinary Studies in Art and Technology 2, no. 1 (June 1, 2019): 46–59. http://dx.doi.org/10.21608/ijmsat.2019.215476.
Full textSerino, Maeve, Kyla Cordrey, Laura McLaughlin, and Ruth L. Milanaik. "Pokémon Go and augmented virtual reality games." Current Opinion in Pediatrics 28, no. 5 (October 2016): 673–77. http://dx.doi.org/10.1097/mop.0000000000000409.
Full textHagbi, Nate, Raphael Grasset, Oriel Bergig, Mark Billinghurst, and Jihad El-Sana. "In-Place Sketching for Augmented Reality Games." Computers in Entertainment 12, no. 3 (September 2014): 1–18. http://dx.doi.org/10.1145/2702109.2633419.
Full textDissertations / Theses on the topic "Augmented reality and games"
Rösler, Amanda. "Augmented Reality Games on the iPhone." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3255.
Full textAugmented reality (förstärkt/utökad verklighet) öppnar upp nya möjligheter för spel där den virtuella världen kombineras med den verkliga. Trots detta så finns det inte många augmented reality-spel tillgängliga, vilket kan bero på att head-mounted displays (som ofta använda till augmented reality) är dyra och inte särskilt lätt att få tag på. Mobiltelefoner är däremot väldigt lättillgängliga och de senaste åren har de blivit mer och mer kraftfulla. Eftersom många av dem dessutom har inbyggda videokameror och relativt stora skärmar, så har mobiltelefoner blivit en potentiell plattform för augmented reality-spel. Denna rapport utforskar några av de problem och möjligheter som är associerade med skapandet av augmented reality-spel för Apples mobiltelefon, iPhone. Ett multi-player augmented reality-spel implementerades för iPhone, och sedan genomfördes ett antal prestanda-tester och en användarstudie. Den viktigaste slutsatsen som drogs var att prestanda är ett stort problem när man skapar augmented reality-spel för iPhone.
Laurendi, Joseph Michael. "Augmented reality games : improved data layers." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/66436.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 73-74).
The Scheller Teacher Education Program has been developing Augmented Reality (AR) games software for a number of years. In addition to allowing students to play AR games, the software allows students to create their own games based on a map, a set of characters, and a plot of their choosing. In an earlier version of the software, students were allowed to add "substances" (e.g. oil spills) to their games. The functionality for doing so did not give the student much control and was unintuitive to use. In this thesis, I propose and analyze a prototype of the design and implementation of a new, improved interface that allows students to add a generalized version of a "substance" to their AR games. This generalization of a "substance" is termed a "data layer"
by Joseph Michael Laurendi.
M.Eng.
Nilsen, Trond. "Guidelines for the Design of Augmented Reality Strategy Games." Thesis, University of Canterbury. Computer Science and Software Engineering, 2006. http://hdl.handle.net/10092/1109.
Full textFekolkin, Roman. "Analysis of Augmented Reality Games on Android platform." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-14431.
Full textWang, Tiffany (Tiffany N. ). "Case for usability : designing Outdoor Augmented Reality games." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/46527.
Full textPages 95-96 blank
Includes bibliographical references (p. 87-88).
Creating a successful Outdoor Augmented Reality (OAR) game can be a complicated process. With every new feature added to the OAR toolset, games gain more levels of complexity, grow in size of content, and become increasingly difficult to produce and manage. In order to identify plausible methods to help alleviate some of the difficulties when creating OAR games, a heuristic usability evaluation of the existing Game Editor toolkit and an assessment of the needs of game designers were made as part of this research. Two new applications, the Desktop Editor and Remote Editor, were designed, prototyped, and evaluated by new and experienced game designers. The Desktop Editor offers new methods of visualizing and working with data which have proven to be useful features for creating games but also add difficulties to overall learnability. The Remote Editor offers on-location game editing capabilities which help expedite many of the tasks involved with creating and testing OAR games. Feedback and user tests suggest that the new applications offer valuable ideas for game editing features that would be beneficial in future iterations of the OAR Game Editor toolkit.
by Tiffany Wang.
M.Eng.
Schrier, Karen L. "Revolutionizing history education : using augmented reality games to teach histories." Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/39186.
Full textIncludes bibliographical references (leaves 154-162).
In an ever-changing present of multiple truths and reconfigured histories, people need to be critical thinkers. Research has suggested the potential for using augmented reality (AR) games- location-based games that use wireless handheld devices to provide virtual game information in a physical environment-as educational tools. I designed "Reliving the Revolution" as a model for using AR games to teach historic inquiry, decision-making, and critical thinking skills. "Reliving the Revolution" takes place in Lexington, MA, the site of the Battle of Lexington (American Revolution) and simulates the activities of a historian, such as evidence collection and interpretation. Participants interact with virtual historic figures and gather virtual testimonials and evidence on the Battle, each triggered by GPS to appear on the handheld devices depending on one's specific location on or around the Lexington Common. The participants collect differing evidence based on their historic role in the game (Minuteman soldier, loyalist, African American/Minuteman soldier, or British soldier) and then collaboratively evaluate who fired the first shot to start the Battle of Lexington.
(cont.) I envision "Reliving the Revolution" not as a standalone educational solution, but as an activity integrated into a broader history curriculum that teaches students how to approach and evaluate complex social problems. This thesis provides a detailed rationale for each of my design choices, as well as an assessment of each choice based on the results of iterative game testing. In my analysis of the game's design, I focus specifically on four game elements: (1) collaborative, (2) role-playing, (3) storytelling or narrative elements; and (4) kinesthetic and mobility. Results of trials of the game suggest that "Reliving the Revolution" and similar AR games can enhance the learning of: (1) historical name, places, and themes; (2) historical methodology and the limits to representations of the past; and (3) alternative perspectives and challenges to "master" historical interpretations. The game motivated participants to gather, evaluate, and interpret historical information, devise hypotheses and counter-arguments, and draw informed conclusions.
(cont.) My trials also suggested that AR games such as "Reliving the Revolution" can enhance learning because it can: 1. Create an authentic "practice field" for solving problems and using real-world contexts and tools. 2. Increase the potential for collaboration among participants, and enhance opportunities for reflection. 3. Enable participants to take on and express new identities through role-playing. 4. Encourage participants to explore more deeply a physical site and to consider interactions between the real and virtual worlds.
by Karen L. Schrier.
S.M.
Finch, Ellen Yongin. "TaleBlazer : using iBeacons for indoor location-based augmented reality games." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/100594.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (page 75).
TaleBlazer is a platform for creating and playing location-based educational augmented reality games. This thesis describes the design and implementation of new indoor location-based functionality in TaleBlazer, based on the use of iBeacon technology. It describes how the new functionality can be used in indoor location-based games, and presents results from a pilot indoor game conducted with the Harvard Museum of Natural History.
by Ellen Yongin Finch.
M. Eng.
Gustafsson, Axel. "Supporting Immersion of Board Games utilising Phone-based Augmented Reality." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21918.
Full textGustav, During. "Evaluating game experience when using augment reality : In real time strategy games." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10938.
Full textLehmann, Sarah E. "TaleBlazer : implementing a multiplayer server for location-based augmented reality games." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/85441.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (page 59).
TaleBlazer is a location-based, augmented reality game engine that allows users to both design their own games as well as play them on mobile devices. This thesis explores the addition of a multiplayer option that would allow users to design and play games involving multiple players in a single game world. It details how such a system would be set up to use with the existing TaleBlazer code and provides some results from initial tests of this prototype.
by Sarah E. Lehmann.
M. Eng.
Books on the topic "Augmented reality and games"
Geroimenko, Vladimir, ed. Augmented Reality Games I. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15616-9.
Full textGeroimenko, Vladimir, ed. Augmented Reality Games II. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15620-6.
Full textDisney princess: An augmented reality book. London: Carlton, 2012.
Find full textChang, Maiga, Wu-Yuin Hwang, Ming-Puu Chen, and Wolfgang Müller, eds. Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23456-9.
Full textMa, Minhua, Lakhmi C. Jain, and Paul Anderson, eds. Virtual, Augmented Reality and Serious Games for Healthcare 1. Berlin, Heidelberg: Springer Berlin Heidelberg, 2014. http://dx.doi.org/10.1007/978-3-642-54816-1.
Full textCai, Yiyu, Wouter van Joolingen, and Koen Veermans, eds. Virtual and Augmented Reality, Simulation and Serious Games for Education. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-16-1361-6.
Full textGourgey, Bill. Gene.sys: Magigate returns. Washington, DC: Jacked Arts, 2014.
Find full textChang, Maiga. Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications: 6th International Conference on E-learning and Games, Edutainment 2011, Taipei, Taiwan, September 2011. Proceedings. Berlin, Heidelberg: Springer-Verlag GmbH Berlin Heidelberg, 2011.
Find full textA survey of characteristic engine features for technology-sustained pervasive games. Cham: Springer, 2015.
Find full textSchleiner, Anne-Marie. Transnational Play. NL Amsterdam: Amsterdam University Press, 2020. http://dx.doi.org/10.5117/9789463728904.
Full textBook chapters on the topic "Augmented reality and games"
Weerasinghe, Maheshya, Aaron Quigley, Julie Ducasse, Klen Čopič Pucihar, and Matjaž Kljun. "Educational Augmented Reality Games." In Augmented Reality Games II, 3–32. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15620-6_1.
Full textOrtiz de Gortari, Angelica B. "Characteristics of Game Transfer Phenomena in Location-Based Augmented Reality Games." In Augmented Reality Games I, 15–32. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15616-9_2.
Full textRhodes, Geoffrey Alan. "Waiting for the Augmented Reality ‘Killer App’: Pokémon GO 2016." In Augmented Reality Games I, 3–14. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15616-9_1.
Full textJimenez, David E., Jay Shah, Prithwijit Das, and Ruth L. Milanaik. "Health Implications of Augmented Reality Games on Children and Adolescents." In Augmented Reality Games I, 149–76. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15616-9_10.
Full textMuhammad, Siti Aisyah. "Playing Pokémon GO in a Public Park in Malaysia: A Survey and Analysis." In Augmented Reality Games I, 177–88. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15616-9_11.
Full textRuiz-Ariza, Alberto, Sebastián López-Serrano, Manuel J. De la Torre-Cruz, and Emilio J. Martínez-López. "A Theoretical-Practical Framework for the Educational Uses of Pokémon GO in Children and Adolescents." In Augmented Reality Games I, 191–202. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15616-9_12.
Full textCacchione, Annamaria. "Pokémon GO Between Incidental Learning and Frame Analysis: It’s the End of the World as We Know It." In Augmented Reality Games I, 203–15. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15616-9_13.
Full textMozelius, Peter, Jimmy Jaldemark, Sofia Eriksson Bergström, and Marcus Sundgren. "Augmented Education: Location-Based Games for Real-World Teaching and Learning Sessions." In Augmented Reality Games I, 217–35. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15616-9_14.
Full textBruno, Laura E. "Get Gamified: Promoting Augmented Reality and Digital Game Technology in Education." In Augmented Reality Games I, 237–51. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15616-9_15.
Full textLarsen, Lasse Juel, and Gunver Majgaard. "The Concept of the Magic Circle and the Pokémon GO Phenomenon." In Augmented Reality Games I, 33–50. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15616-9_3.
Full textConference papers on the topic "Augmented reality and games"
Luz, Filipe Costa, Vasco Bila, and José Maria Dinis. "Augmented reality for games." In the 3rd international conference. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1413634.1413645.
Full textSchmalstieg, D. "Augmented reality techniques in games." In Fourth IEEE and ACM International Symposium on Mixed and Augmented Reality (ISMAR'05). IEEE, 2005. http://dx.doi.org/10.1109/ismar.2005.17.
Full textMolla, Eray, and Vincent Lepetit. "Augmented reality for board games." In 2010 9th IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 2010. http://dx.doi.org/10.1109/ismar.2010.5643593.
Full textPfafff, Simon, Olav Lervik, Reto Spoerri, Eleonora Berra, Margarete Jahrmann, and Martin Neukom. "Games in concert." In SIGGRAPH Asia 2018 Virtual & Augmented Reality. New York, New York, USA: ACM Press, 2018. http://dx.doi.org/10.1145/3275495.3275509.
Full textLiarokapis, Fotis, Louis Macan, Gary Malone, Genaro Rebolledo-Mendez, and Sara de Freitas. "A Pervasive Augmented Reality Serious Game." In 2009 Conference in Games and Virtual Worlds for Serious Applications (VS-GAMES). IEEE, 2009. http://dx.doi.org/10.1109/vs-games.2009.40.
Full textFan, Rong, and Ying Liu. "Research on Augmented Reality Interactive Games." In 2011 Third Pacific-Asia Conference on Circuits, Communications and System (PACCS). IEEE, 2011. http://dx.doi.org/10.1109/paccs.2011.5990152.
Full textWetzel, Richard, Rod McCall, Anne-Kathrin Braun, and Wolfgang Broll. "Guidelines for designing augmented reality games." In the 2008 Conference. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1496984.1497013.
Full textAshfaq, Qirat, and Mehreen Sirshar. "Emerging trends in augmented reality games." In 2018 International Conference on Computing, Mathematics and Engineering Technologies (iCoMET). IEEE, 2018. http://dx.doi.org/10.1109/icomet.2018.8346355.
Full textLu, Yan, Joseph T. Chao, and Kevin R. Parker. "HUNT: Scavenger Hunt with Augmented Reality." In InSITE 2015: Informing Science + IT Education Conferences: USA. Informing Science Institute, 2015. http://dx.doi.org/10.28945/2237.
Full textBedoya-Rodriguez, Santiago, Cristian Gomez-Urbano, Alvaro Uribe-Quevedoy, and Christian Quintero. "Augmented reality RPG card-based game." In 2014 IEEE Games, Media, Entertainment (GEM) Conference. IEEE, 2014. http://dx.doi.org/10.1109/gem.2014.7118433.
Full textReports on the topic "Augmented reality and games"
Pochtoviuk, Svitlana I., Tetiana A. Vakaliuk, and Andrey V. Pikilnyak. Possibilities of application of augmented reality in different branches of education. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3756.
Full textIatsyshyn, Anna V., Valeriia O. Kovach, Yevhen O. Romanenko, Iryna I. Deinega, Andrii V. Iatsyshyn, Oleksandr O. Popov, Yulii G. Kutsan, Volodymyr O. Artemchuk, Oleksandr Yu Burov, and Svitlana H. Lytvynova. Application of augmented reality technologies for preparation of specialists of new technological era. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3749.
Full textKanivets, Oleksandr V., Irina М. Kanivets, Natalia V. Kononets, Tetyana М. Gorda, and Ekaterina O. Shmeltser. Development of mobile applications of augmented reality for projects with projection drawings. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3745.
Full textRodríguez Serrano, A., M. Martín-Núñez, and S. Gil-Soldevila. Ludologic design and augmented reality. The game experience in Pokémon Go! (Niantic, 2016). Revista Latina de Comunicación Social, June 2017. http://dx.doi.org/10.4185/rlcs-2017-1185en.
Full textJones, Adam. Starts and Stops: Multimodal Practices for Walking as a Group in an Augmented Reality Place Based Game. Portland State University Library, January 2000. http://dx.doi.org/10.15760/etd.2749.
Full textSemerikov, Serhiy O., Mykhailo M. Mintii, and Iryna S. Mintii. Review of the course "Development of Virtual and Augmented Reality Software" for STEM teachers: implementation results and improvement potentials. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4591.
Full textAmburn, Charles R., Nathan L. Vey, Michael W. Boyce, and Jerry R. Mize. The Augmented REality Sandtable (ARES). Fort Belvoir, VA: Defense Technical Information Center, October 2015. http://dx.doi.org/10.21236/ada622471.
Full textKiv, Arnold E., Mariya P. Shyshkin, Serhiy O. Semerikov, Andrii M. Striuk, and Yuliia V. Yechkalo. AREdu 2019 – How augmented reality transforms to augmented learning. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3676.
Full textAronoff, Matthew, and John Messina. Collaborative augmented reality for better standards. Gaithersburg, MD: National Institute of Standards and Technology, 2007. http://dx.doi.org/10.6028/nist.ir.7441.
Full textChoong, Yee-Yin. Augmented Reality (AR) Usability Evaluation Framework:. Gaithersburg, MD: National Institute of Standards and Technology, 2022. http://dx.doi.org/10.6028/nist.ir.8422.
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