Mixed Reality And Games

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Virtual, Augmented Reality and Serious Games for Healthcare 1

Author : Minhua Ma,Lakhmi C. Jain,Paul Anderson
Publisher : Springer Science & Business
Page : 568 pages
File Size : 47,6 Mb
Release : 2014-04-25
Category : Technology & Engineering
ISBN : 9783642548161

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

There is a tremendous interest among researchers for the development of virtual, augmented reality and games technologies due to their widespread applications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia and trauma therapies. Many recent studies have identified the benefits of using Virtual Reality, Augmented Reality or serious games in a variety of medical applications. This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to the nursing training, health literacy and healthy behaviour; Section three presents the applications of Virtual Reality in neuropsychology; Section four includes a number of applications in motor rehabilitation; Section five aimed at therapeutic games for various diseases; and the final section presents the applications of Virtual Reality in healing and restoration. This book is directed to the healthcare professionals, scientists, researchers, professors and the students who wish to explore the applications of virtual, augmented reality and serious games in healthcare further.

Augmented Reality Game Development

Author : Micheal Lanham
Publisher : Packt Publishing Ltd
Page : 326 pages
File Size : 50,5 Mb
Release : 2017-01-20
Category : Computers
ISBN : 9781787124523

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Augmented Reality Game Development by Micheal Lanham Pdf

Create your own augmented reality games from scratch with Unity 5 About This Book Create your own augmented reality game from scratch and join the virtual reality gaming revolution Use the latest Unity 5 VR SDK to create pro-level AR games like Pokemon Go Innovate and explore the latest and most promising trend of AR gaming in the mobile gaming industry Who This Book Is For This book is for those who have a basic knowledge of game development techniques, but no previous knowledge of Unity is required. Some basic programming knowledge would be desirable, but the book is an introduction to the topic. The book is also suitable for experienced developers new to GIS or GPS development. What You Will Learn Build a location-based augmented reality game called Foodie Go Animate a player's avatar on a map Use the mobile device's camera as a game background Implement database persistence with SQLLite4Unity3D to carry inventory items across game sessions Create basic UI elements for the game, inventory, menu, and settings Perform location and content searches against the Google Places API Enhance the game's mood by adding visual shader effects Extend the game by adding multiplayer networking and other enhancements In Detail The heyday of location-based augmented reality games is upon us. They have been around for a few years, but the release of Pokemon Go was a gamechanger that catalyzed the market and led to a massive surge in demand. Now is the time for novice and experienced developers alike to turn their good ideas into augmented reality (AR) mobile games and meet this demand! If you are keen to develop virtual reality games with the latest Unity 5 toolkit, then this is the book for you. The genre of location-based AR games introduces a new platform and technical challenges, but this book will help simplify those challenges and show how to maximize your game audience. This book will take you on a journey through building a location-based AR game that addresses the core technical concepts: GIS fundamentals, mobile device GPS, mapping, map textures in Unity, mobile device camera, camera textures in Unity, accessing location-based services, and other useful Unity tips. The technical material also discusses what is necessary for further development to create a multiplayer version of the game. At the end, you will be presented with troubleshooting techniques in case you get into trouble and need a little help. Style and approach This book shows you how to create every step of the game and gives practical examples.

Ready Player One

Author : Ernest Cline
Publisher : Ballantine Books
Page : 386 pages
File Size : 53,9 Mb
Release : 2011-08-16
Category : Fiction
ISBN : 9780307887450

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Ready Player One by Ernest Cline Pdf

#1 NEW YORK TIMES BESTSELLER • Now a major motion picture directed by Steven Spielberg. “Enchanting . . . Willy Wonka meets The Matrix.”—USA Today • “As one adventure leads expertly to the next, time simply evaporates.”—Entertainment Weekly A world at stake. A quest for the ultimate prize. Are you ready? In the year 2045, reality is an ugly place. The only time Wade Watts really feels alive is when he’s jacked into the OASIS, a vast virtual world where most of humanity spends their days. When the eccentric creator of the OASIS dies, he leaves behind a series of fiendish puzzles, based on his obsession with the pop culture of decades past. Whoever is first to solve them will inherit his vast fortune—and control of the OASIS itself. Then Wade cracks the first clue. Suddenly he’s beset by rivals who’ll kill to take this prize. The race is on—and the only way to survive is to win. NAMED ONE OF THE BEST BOOKS OF THE YEAR BY Entertainment Weekly • San Francisco Chronicle • Village Voice • Chicago Sun-Times • iO9 • The AV Club “Delightful . . . the grown-up’s Harry Potter.”—HuffPost “An addictive read . . . part intergalactic scavenger hunt, part romance, and all heart.”—CNN “A most excellent ride . . . Cline stuffs his novel with a cornucopia of pop culture, as if to wink to the reader.”—Boston Globe “Ridiculously fun and large-hearted . . . Cline is that rare writer who can translate his own dorky enthusiasms into prose that’s both hilarious and compassionate.”—NPR “[A] fantastic page-turner . . . starts out like a simple bit of fun and winds up feeling like a rich and plausible picture of future friendships in a world not too distant from our own.”—iO9

Mixed Reality and Games

Author : Emir Bektic,Daniela Bruns,Sonja Gabriel,Florian Kelle,Gerhard Pölsterl,Felix Schniz
Publisher : transcript Verlag
Page : 297 pages
File Size : 51,6 Mb
Release : 2020-10-31
Category : Social Science
ISBN : 9783839453292

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Mixed Reality and Games by Emir Bektic,Daniela Bruns,Sonja Gabriel,Florian Kelle,Gerhard Pölsterl,Felix Schniz Pdf

Videogames allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in the process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical and practical approaches to mixed reality through the lenses of game studies and pedagogy. These novel approaches invite the reader to rethink their conceptions of games and mixed reality. They are complemented with classical analyses of games and applications in educational contexts. In uniting theory and hands-on approaches, the book provides a broad spectrum that facilitates and inspires interdisciplinary thinking and work.

Augmented Reality Games II

Author : Vladimir Geroimenko
Publisher : Springer
Page : 306 pages
File Size : 43,5 Mb
Release : 2019-05-23
Category : Computers
ISBN : 9783030156206

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Augmented Reality Games II by Vladimir Geroimenko Pdf

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.

Mixed Reality and Gamification for Cultural Heritage

Author : Marinos Ioannides,Nadia Magnenat-Thalmann,George Papagiannakis
Publisher : Springer
Page : 594 pages
File Size : 48,9 Mb
Release : 2017-04-26
Category : Computers
ISBN : 9783319496078

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Mixed Reality and Gamification for Cultural Heritage by Marinos Ioannides,Nadia Magnenat-Thalmann,George Papagiannakis Pdf

This volume on virtual and augmented reality (VR/AR) and gamification for cultural heritage offers an insightful introduction to the theories, development, recent applications and trends of the enabling technologies for mixed reality and gamified interaction in cultural heritage and creative industries in general. It has two main goals: serving as an introductory textbook to train beginning and experienced researchers in the field of interactive digital cultural heritage, and offering a novel platform for researchers in and across the culturally-related disciplines. To this end, it is divided into two sections following a pedagogical model developed by the focus group of the first EU Marie S. Curie Fellowship Initial Training Network on Digital Cultural Heritage (ITN-DCH): Section I describes recent advances in mixed reality enabling technologies, while section II presents the latest findings on interaction with 3D tangible and intangible digital cultural heritage. The sections include selected contributions from some of the most respected scholars, researchers and professionals in the fields of VR/AR, gamification, and digital heritage. This book is intended for all heritage professionals, researchers, lecturers and students who wish to explore the latest mixed reality and gamification technologies in the context of cultural heritage and creative industries. It pursues a pedagogic approach based on trainings, conferences, workshops and summer schools that the ITN-DCH fellows have been following in order to learn how to design next-generation virtual heritage applications, systems and services.

Mixed Reality for Education

Author : Yiyu Cai,Eleni Mangina,Sui Lin Goei
Publisher : Springer Nature
Page : 400 pages
File Size : 54,5 Mb
Release : 2023-09-16
Category : Technology & Engineering
ISBN : 9789819949588

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Mixed Reality for Education by Yiyu Cai,Eleni Mangina,Sui Lin Goei Pdf

This book consists of chapters that present the state-of-the-art research on mixed reality, simulation and serious games with applications in four main educational topics: (1) K-12 STEAM Education; (2) Tertiary/Professional Education; (3) Special Needs Education; and (4) Cultural, Social & Museum Education. The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of mixed reality, simulations and serious games in various practices. The different approaches highlight challenges and potential solutions and provide future directions for mixed reality, simulation and serious games research, for the design of learning material and for implementation. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material and for practitioners that want to embrace mixed reality, simulation and/or serious games in their education. Chapter "Development of AR Interactive Components for Positive Behavioral Interventions and Supports" is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Augmented and Mixed Reality for Communities

Author : Joshua A. Fisher
Publisher : CRC Press
Page : 291 pages
File Size : 50,8 Mb
Release : 2021-07-14
Category : Computers
ISBN : 9781000378474

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Augmented and Mixed Reality for Communities by Joshua A. Fisher Pdf

Using mixed and augmented reality in communities is an emerging media practice that is reshaping how we interact with our cities and neighbors. From the politics of city hall to crosswalks and playgrounds, mixed and augmented reality will offer a diverse range of new ways to interact with our communities. In 2016, apps for augmented reality politics began to appear in app stores. Similarly, the blockbuster success of Pokémon Go illustrated how even forgotten street corners can become a magical space for play. In 2019, a court case in Milwaukee, Wisconsin, extended first amendment rights to augmented reality. For all the good that these emerging media provide, there will and have been consequences. Augmented and Mixed Reality for Communities will help students and practitioners navigate the ethical design and development of these kinds of experiences to transform their cities. As one of the first books of its kind, each chapter in the book prepares readers to contribute to the Augmented City. By providing insight into how these emerging media work, the book seeks to democratize the augmented and mixed reality space. Authors within this volume represent some of the leading scholars and practitioners working in the augmented and mixed reality space for civic media, cultural heritage, civic games, ethical design, and social justice. Readers will find practical insights for the design and development to create their own compelling experiences. Teachers will find that the text provides in-depth, critical analyses for thought-provoking classroom discussions.

Augmented Reality Games I

Author : Vladimir Geroimenko
Publisher : Springer
Page : 254 pages
File Size : 43,6 Mb
Release : 2019-05-10
Category : Computers
ISBN : 9783030156169

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Augmented Reality Games I by Vladimir Geroimenko Pdf

This is the first 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. In Volume I, the phenomenon of the Pokémon GO game is analysed in theoretical, cultural and conceptual contexts, with emphasis on its nature and the educational use of the game in children and adolescents. Game transfer phenomena, motives for playing Pokémon GO, players’ experiences and memorable moments, social interaction, long-term engagement, health implications and many other issues raised by the Pokémon GO game are systematically examined and discussed. Augmented Reality Games I 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.

Virtual and Augmented Reality, Simulation and Serious Games for Education

Author : Yiyu Cai,Wouter van Joolingen,Koen Veermans
Publisher : Springer Nature
Page : 188 pages
File Size : 49,6 Mb
Release : 2021-08-13
Category : Technology & Engineering
ISBN : 9789811613616

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Virtual and Augmented Reality, Simulation and Serious Games for Education by Yiyu Cai,Wouter van Joolingen,Koen Veermans Pdf

This book introduces state-of-the-art research on virtual reality, simulation and serious games for education and its chapters presented the best papers from the 4th Asia-Europe Symposium on Simulation and Serious Games (4th AESSSG) held in Turku, Finland, December 2018. The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of virtual reality, simulations and serious games in school practices. The different approaches highlight challenges and potential solutions and provide future directions for virtual reality, simulation and serious games research, for the design of learning material and for implementation in classrooms. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material, and for practitioners that want to embrace virtual reality, simulation and/or serious games in their education.

Virtual Reality Gaming

Author : Betsy Rathburn
Publisher : Bellwether Media
Page : 24 pages
File Size : 47,5 Mb
Release : 2021-01-01
Category : Juvenile Nonfiction
ISBN : 9781648341366

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Virtual Reality Gaming by Betsy Rathburn Pdf

Time to step into a new world! When you strap on a virtual reality headset, it will feel like you have! Virtual reality gaming uses new technology to give players an unforgettable experience. In this engaging title, striving readers will learn about the history and development of virtual reality gaming, including the hardware used, popular games, and more. A visual timeline highlights the history of VR gaming, while other features list top-selling games, profile a popular VR game, and more. Readers will love stepping into a new world with this high-interest title!

Using VR in Gaming

Author : Cathleen Small
Publisher : Cavendish Square Publishing, LLC
Page : 80 pages
File Size : 50,7 Mb
Release : 2019-07-15
Category : Young Adult Nonfiction
ISBN : 9781502645685

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Using VR in Gaming by Cathleen Small Pdf

For many, the idea of a career that incorporates their passion is tantalizing. For avid gamers, this dream is becoming a reality. Since virtual and augmented reality technologies are still relatively new to the gaming world, jobs related to software and hardware development and the management of users' experiences are exploding. This book takes readers on a journey from the beginnings of virtual and augmented reality in games all the way to current, cutting-edge augmented and virtual reality gaming technologies, with a special focus on how interested students can look toward a career in this exciting field.

Minecraft: Virtual Reality

Author : Josh Gregory
Publisher : Cherry Lake
Page : 32 pages
File Size : 40,6 Mb
Release : 2018-08-01
Category : Juvenile Nonfiction
ISBN : 9781534131613

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Minecraft: Virtual Reality by Josh Gregory Pdf

With more than 100 million players around the world, Minecraft is one of the most popular video games of all time. Its unique design encourages players to use their creativity and problem solving skills to build entire worlds from scratch. In this book, readers will learn how they can use virtual reality technology to explore Minecraft in a whole new way. Includes table of contents, glossary, and index--as well as sources for further reading.

Serious Games for Enhancing Law Enforcement Agencies

Author : Babak Akhgar
Publisher : Springer Nature
Page : 231 pages
File Size : 44,8 Mb
Release : 2019-10-23
Category : Mathematics
ISBN : 9783030299262

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Serious Games for Enhancing Law Enforcement Agencies by Babak Akhgar Pdf

This book provides a comprehensive and practically minded introduction into serious games for law enforcement agencies. Serious games offer wide ranging benefits for law enforcement with applications from professional trainings to command-level decision making to the preparation for crises events. This book explains the conceptual foundations of virtual and augmented reality, gamification and simulation. It further offers practical guidance on the process of serious games development from user requirements elicitation to evaluation. The chapters are intended to provide principles, as well as hands-on knowledge to plan, design, test and apply serious games successfully in a law enforcement environment. A diverse set of case studies showcases the enormous variety that is possible in serious game designs and application areas and offers insights into concrete design decisions, design processes, benefits and challenges. The book is meant for law enforcement professionals interested in commissioning their own serious games as well as game designers interested in collaborative pedagogy and serious games for the law enforcement and security sector.

Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications

Author : Maiga Chang,Wu-Yuin Hwang,Ming-Puu Chen,Wolfgang Mueller
Publisher : Springer Science & Business Media
Page : 582 pages
File Size : 42,6 Mb
Release : 2011-08-19
Category : Education
ISBN : 9783642234552

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Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications by Maiga Chang,Wu-Yuin Hwang,Ming-Puu Chen,Wolfgang Mueller Pdf

This book constitutes the refereed proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011. The 42 full papers were carefully reviewed and selected from 130 submissions. The papers are organized in topical sections on: augemented and mixed reality in education; effectiveness of virtual reality for education; ubiquituous games and ubiquitous technology & learning; future classroom; e-reader and multi-touch; learning performance and achievement; learning by playing; game design and development; game-based learning/training; interactions in games; digital museum and technology, and behavior in games; educational robots and toys; e-learning platforms and tools; game engine/rendering/animations; game-assisted language learning; learning with robots and robotics education; e-portfolio and ICT-enhanced learning; game-based testing and assessment; trend, development and learning process of educational mini games; VR and edutainment.