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Play --- Intergenerational relations --- Mixed reality --- Video games --- Pokémon Go (Game) --- Sociological aspects. --- Technological innovations. --- Social aspects.
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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. .
Pokémon Go (Game) --- Video games --- Augmented reality. --- AR (Augmented reality) --- Computer-augmented reality --- Reality --- Social aspects. --- Computer science. --- Computer games—Programming. --- Education. --- User Interfaces and Human Computer Interaction. --- Game Development. --- Computers and Education. --- Computer games --- Programming. --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Informatics --- Science --- Education --- Computer game programming --- Game programming (Computer games) --- Computer programming --- User interfaces (Computer systems). --- Education—Data processing. --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction
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This book constitutes the refereed post-conference proceedings of the 16th International Conference on Advances in Computer Games, ACG 2019, held in Macao, China, in August 2019. The 12 full papers presented together with 2 invited papers were carefully reviewed and selected from 19 submissions. The selected papers are devoted to topics such as cooperation; single player games; mathematical approaches; nonogram: general and specific approaches; and deep learning.
Computers. --- Application software. --- Artificial intelligence. --- Optical data processing. --- Software engineering. --- Computer science—Mathematics. --- Theory of Computation. --- Computer Applications. --- Artificial Intelligence. --- Computer Imaging, Vision, Pattern Recognition and Graphics. --- Software Engineering/Programming and Operating Systems. --- Mathematics of Computing. --- Computer software engineering --- Engineering --- Optical computing --- Visual data processing --- Bionics --- Electronic data processing --- Integrated optics --- Photonics --- Computers --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Cognitive science --- Digital computer simulation --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Automatic computers --- Automatic data processors --- Computer hardware --- Computing machines (Computers) --- Electronic calculating-machines --- Electronic computers --- Hardware, Computer --- Computer systems --- Cybernetics --- Calculators --- Cyberspace --- Optical equipment --- Computer games --- Computer chess --- Go (Game) --- Programming --- Baduk (Game) --- Gobang (Game) --- Igo (Game) --- Mig Mang (Game) --- Mig-maṅs (Game) --- Patuk (Game) --- Wei chi (Game) --- Wei-ki (Game) --- Wei qi (Game) --- Board games --- Chess --- Application software --- Electronic games --- Data processing --- Internet games --- Television games --- Videogames --- Games --- Video games --- Computer science. --- Image processing—Digital techniques. --- Computer vision. --- Computer and Information Systems Applications. --- Software Engineering. --- Informatics --- Science --- Machine vision --- Vision, Computer --- Artificial intelligence --- Image processing --- Pattern recognition systems
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