Books on the topic 'Augmented reality and games'

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1

Geroimenko, Vladimir, ed. Augmented Reality Games I. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15616-9.

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Geroimenko, Vladimir, ed. Augmented Reality Games II. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15620-6.

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3

Disney princess: An augmented reality book. London: Carlton, 2012.

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4

Chang, 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.

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5

Ma, 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.

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6

Cai, 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.

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7

Gourgey, Bill. Gene.sys: Magigate returns. Washington, DC: Jacked Arts, 2014.

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8

Chang, 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.

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9

A survey of characteristic engine features for technology-sustained pervasive games. Cham: Springer, 2015.

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10

Schleiner, Anne-Marie. Transnational Play. NL Amsterdam: Amsterdam University Press, 2020. http://dx.doi.org/10.5117/9789463728904.

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Transnational Play approaches gameplay as a set of practices and a global industry that includes diverse participation from players and developers located within the global South, in nations outside of the First World. Players experience play in game cafes, through casual games for regional and global causes like environmentalism, through piracy and cheats, via cultural localization, on their mobile phones, and through urban playful art in Latin America. This book offers a reorientation of perspective on the global developers who make games, as well as the players who consume games, while still acknowledging geographically distributed socioeconomic, racial, gender, and other inequities. Over the course of the inquiry, which includes a chapter dedicated to the cartography of the mobile augmented reality game Pokémon Go, the author develops a theoretical line of argument critically informed by gender studies and intersectionality, postcolonialism, geopolitics, and game studies, problematizing play as a diverse and contested transnational domain.
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11

1972-, Miyoshi Naohito, Engel Taylor author translator, aWerry, John (Translator) author, translator, Hunt John, and HC Language Solutions, eds. Yu-Gi-Oh! Arc-V: Immortal beings!! San Francisco, CA: Viz Media, 2018.

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12

Peddie, Jon. Augmented Reality. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54502-8.

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13

Tönnis, Marcus. Augmented Reality. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-14179-9.

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14

Geroimenko, Vladimir, ed. Augmented Reality Art. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-96863-2.

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15

Geroimenko, Vladimir, ed. Augmented Reality Art. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-06203-7.

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16

Geroimenko, Vladimir, ed. Augmented Reality Art. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-69932-5.

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17

tom Dieck, M. Claudia, Timothy H. Jung, and Sandra M. C. Loureiro, eds. Augmented Reality and Virtual Reality. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-68086-2.

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18

tom Dieck, M. Claudia, and Timothy Jung, eds. Augmented Reality and Virtual Reality. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-06246-0.

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19

Bourdot, Patrick, Victoria Interrante, Regis Kopper, Anne-Hélène Olivier, Hideo Saito, and Gabriel Zachmann, eds. Virtual Reality and Augmented Reality. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-62655-6.

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20

Jung, Timothy, and M. Claudia tom Dieck, eds. Augmented Reality and Virtual Reality. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-64027-3.

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21

Jung, Timothy, M. Claudia tom Dieck, and Philipp A. Rauschnabel, eds. Augmented Reality and Virtual Reality. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-37869-1.

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22

Barbic, Jernej, Mirabelle D'Cruz, Marc Erich Latoschik, Mel Slater, and Patrick Bourdot, eds. Virtual Reality and Augmented Reality. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-72323-5.

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23

Bourdot, Patrick, Victoria Interrante, Luciana Nedel, Nadia Magnenat-Thalmann, and Gabriel Zachmann, eds. Virtual Reality and Augmented Reality. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-31908-3.

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24

Bourdot, Patrick, Sue Cobb, Victoria Interrante, Hirokazu kato, and Didier Stricker, eds. Virtual Reality and Augmented Reality. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-01790-3.

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25

Arnaldi, Bruno, Pascal Guitton, and Guillaume Moreau, eds. Virtual Reality and Augmented Reality. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2018. http://dx.doi.org/10.1002/9781119341031.

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26

ill, Miyoshi Naohito 1972, ed. Yu-Gi-Oh! Zexal: Yuma jets! San Francisco, CA: Viz Media, 2016.

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27

Furht, Borivoje. Handbook of augmented reality. New York, NY: Springer, 2011.

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28

Handbook of augmented reality. New York, NY: Springer, 2011.

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29

Kaliraj, P., and T. Devi. Innovating with Augmented Reality. Boca Raton: Auerbach Publications, 2021. http://dx.doi.org/10.1201/9781003175896.

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30

Geroimenko, Vladimir, ed. Augmented Reality in Education. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-42156-4.

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31

Sood, Raghav. Pro Android Augmented Reality. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-3946-8.

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32

De Paolis, Lucio Tommaso, and Antonio Mongelli, eds. Augmented and Virtual Reality. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-13969-2.

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33

De Paolis, Lucio Tommaso, and Antonio Mongelli, eds. Augmented and Virtual Reality. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-22888-4.

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34

Furht, Borko, ed. Handbook of Augmented Reality. New York, NY: Springer New York, 2011. http://dx.doi.org/10.1007/978-1-4614-0064-6.

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35

Sood, Raghav. Pro Android Augmented Reality. Berkeley, CA: Apress, 2012.

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36

Lanham, Micheal. Augmented Reality Game Development. Packt Publishing, Limited, 2017.

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37

Gordon, S. Virtual and Augmented Reality. Mercury Learning & Information, 2019.

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38

Chang, Maiga, Wu-Yuin Hwang, and Ming-Puu Chen. Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications. Springer, 2011.

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39

Anderson, Paul. Virtual, Augmented Reality and Serious Games for Healthcare 1. Springer Berlin / Heidelberg, 2016.

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40

Anderson, Paul, Lakhmi C. Jain, and Minhua Ma. Virtual, Augmented Reality and Serious Games for Healthcare 1. Springer, 2014.

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41

Geroimenko, Vladimir. Augmented Reality Games I: Understanding the Pokémon GO Phenomenon. Springer, 2019.

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42

Geroimenko, Vladimir. Augmented Reality Games I: Understanding the Pokémon GO Phenomenon. Springer, 2020.

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43

Akhgar, Babak. Serious Games for Enhancing Law Enforcement Agencies: From Virtual Reality to Augmented Reality. Springer, 2019.

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44

Cai, Yiyu, Wouter Van Joolingen, and Koen Veermans. Virtual and Augmented Reality, Simulation and Serious Games for Education. Springer Singapore Pte. Limited, 2021.

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45

Cai, Yiyu, Wouter van Joolingen, and Koen Veermans. Virtual and Augmented Reality, Simulation and Serious Games for Education. Springer, 2022.

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46

Geroimenko, Vladimir. Augmented Reality Games II: The Gamification of Education, Medicine and Art. Springer, 2019.

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47

Geroimenko, Vladimir. Augmented Reality Games II: The Gamification of Education, Medicine and Art. Springer International Publishing AG, 2020.

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48

Fowler, Allan. Beginning iOS AR Game Development: Developing Augmented Reality Apps with Unity and C#. Apress, 2018.

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49

Virtual, Augmented Reality and Serious Games for Healthcare 1 (Intelligent Systems Reference Library Book 68). Springer, 2014.

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50

Glover, Jesse. Unity 2018 Augmented Reality Projects: Build four immersive and fun AR applications using ARkit, ARCore, and Vuforia. Packt Publishing - ebooks Account, 2018.

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