Preface
Contents
Contributors
Augmented Reality Games in Education
1 Educational Augmented Reality Games
1.1 Introduction
1.2 Teaching and Learning Paradigms and Theories
1.2.1 Models and Theories for Behaviourism and Cognitivism
1.2.2 Models and Theories for Constructivism
1.2.3 Models and Theories for Humanism
1.3 Games, Gamification and Game-Based Learning
1.4 Method
1.4.1 Game Examples
1.5 Results and Analysis
1.5.1 Studies by Years
1.5.2 School Subjects
1.5.3 Research Methods
1.5.4 Game Genres
1.5.5 Technologies Used
1.5.6 Learning Environment
1.5.7 Learning Paradigms, Theories and Activities
1.5.8 Target Group(S)
1.6 Guidelines for Designing AR Games for Education
1.6.1 Design the Feedback in an Appropriate, Guided and Meaningful Manner
1.6.2 Create Collaborative Shared Experiences When Possible
1.6.3 Use Elements from Real Environment to Enhance Experience
1.6.4 Design the Game Model as a Representative of the Real Phenomena
1.7 Conclusion and Discussion
Appendix 1: AR Games in Education
References
2 Designing Educational Mobile Augmented Reality Games Using Motivators and Disturbance Factors
2.1 Introduction
2.2 Background
2.2.1 Motivators and Disturbance Factors
2.2.2 Previous Work on MAR Design Guidelines
2.3 Research Questions and Method
2.3.1 Research Questions
2.3.2 Participants
2.3.3 Data Collection and Analysis
2.4 Case Studies
2.4.1 Calory Battle AR
2.4.2 Leometry
2.5 Results
2.5.1 Calory Battle AR
2.5.2 Leometry
2.6 Guidelines for Designing EMARGs
2.7 Discussion
2.8 Conclusions
References
3 Augmented Imagination: Creating Immersive and Playful Reading Experiences
3.1 Introduction
3.1.1 What Is Reading?
3.1.2 Reading Experience and Imagination
3.1.3 Existing Approaches for Augmented Books
3.1.4 Regarding Ludic Reading Flow
3.2 Augmented Books
3.3 Analysis
3.3.1 Analysis of Sensing Modalities
3.3.2 Analysis Based on Content Type
3.3.3 Reading Flow Analysis
3.4 Exploring the Design Space of Interaction Techniques
3.4.1 Investigating Speech Recognition and Eye/Head Tracking Interaction Methods
3.4.2 Providing Multimodal Content
3.5 Conclusion
References
4 Invisible Settlements: Discovering and Reconstructing the Ancient Built Spaces Through Gaming
4.1 Introduction
4.2 The Potential of AR in Archaeology
4.3 Educational Video Games
4.3.1 Game Design
4.3.2 MAR Game Design
4.3.3 The Pokémon GO Phenomenon
4.3.4 Archaeological Games
4.4 Invisible Settlements—Awareness of the Past by Playing
4.4.1 The Rules of the Game
4.4.2 The Game Design
4.5 DomusAR: A Location-Based MAR Puzzle for House Reconstruction
4.5.1 Game Description
4.5.2 Game Objective
4.6 UrbanAR: A Location-Based MAR Puzzle for Settlement Reconstruction
4.6.1 Game Description
4.6.2 Game Objective
4.7 Game Design Methodology
4.8 Game Development
4.9 Lessons Learned and Future Work
4.10 Conclusions
References
5 Explorations in Mixed Reality with Learning and Teaching Frameworks: Lessons from Ludus and the Vulcan Academy
5.1 Introduction
5.2 The Augmentation of Learning
5.3 The Mobile Augmented Reality Education Design Framework
5.4 Augmented Reality—Transforming Situated Learning Through Realistic or Abstract Play
5.5 Game Play, Authenticity and Abstraction
5.6 Learning Through In-Game AR Creation
5.7 Altered Perspectives Through Augmentation
5.8 Conclusion
References
Augmented Reality Games in Medicine and Healthcare
6 Playful Ambient Augmented Reality Systems to Improve People’s Well-Being
6.1 Introduction
6.2 Well-Being
6.2.1 What Is Well-Being?
6.2.2 Measuring Well-Being
6.3 Ambient and Augmented-Reality Systems to Improve Well-Being
6.3.1 Ambient Systems
6.3.2 Projection-Based AR Systems
6.4 Gamification and Playfulness for Ambient and AR Systems
6.4.1 Ambient and AR Displays as Persuasive Technologies
6.4.2 What Is Gamification?
6.4.3 Gamification and Well-Being
6.4.4 Playful and Gamified Ambient and AR Systems
6.5 Towards the Design of Playful Ambient AR Systems to Improve Well-Being
6.5.1 Ambient AR Systems
6.5.2 Design Opportunities for Ambient Projection-Based Augmented Reality Systems
6.5.3 Scenario
6.5.4 The System
6.6 Conclusions
References
7 Augmented Reality Games for Health Promotion in Old Age
7.1 Introduction
7.2 Conceptual Considerations on Older Adults and Technology
7.2.1 Age effects in Older Adults’ Technology Use
7.2.2 Cohort Effects in Older Adults’ Technology Use
7.3 Use of Digital Technology by Older Adults
7.3.1 The Use of Mobile Digital Technology by Older Adults
7.3.2 The Use of Mobile Digital Technology for Health Promotion
7.4 Designing Augmented Reality Games for Older Adults
7.4.1 Consider Which Technology is Wished-for by Older Adults
7.4.2 Create Meaningful Games
7.4.3 Involve and Stimulate Older Adults’ Social Networks
7.4.4 Considerations for Designing Games for Health Promotion
7.4.5 Facilitate Long-Term Use of Games for Health Promotion
7.4.6 Ensuring Data Security
7.5 Conclusion
References
8 Gamification in Cognitive Assessment and Cognitive Training for Mild Cognitive Impairment
8.1 Introduction
8.2 Gamification Design for Elderly People
8.3 Gamification in Cognitive Assessment
8.4 Gamification in Cognitive Training
8.5 Discussion
References
9 The Healing App: Augmented Reality and Art for Pediatric Patients with Chronic Pain
9.1 Introduction: The Virtual and Augmented Reality Fine Art Program at Montefiore Health System (by Olivia L. Davis)
9.2 Why Fine Art?
9.2.1 Finding an Artist for the Collection
9.2.2 The Project
9.3 From the Artist’s Point of View (by Claudia Hart)
9.4 The Montefiore Playroom (by Claudia Hart)
9.5 Concluding Curator Notes
9.6 Flower Matrix Production and Author Credits
References
Augmented Reality Games in Art
10 The Gamification of Augmented Reality Art
10.1 Introduction
10.2 Considering Gamification
10.3 Stickiness and Critique: Cowclicker
10.4 Labour, Non-labour, and Playbour
10.5 Interaction and Task
10.6 Tasks and Labour in Augmented Reality Games/Art, from Screen to Space
10.7 Synthesis: Sight and Hyper-Reality
10.8 AR, Art, Gamification, and Formalist UI Design
10.9 The Dependence on Space
10.10 Conclusion
References
11 Unintended Consequence: Pervasive Games and Public Art
11.1 Introduction: The Game
11.2 The Design of Public Art
11.3 Pervasive Games and the Augmentation of Reality
11.4 The Aesthetics of Augmentation
11.5 Conclusion: The Mediation of Reality
References
12 Defacing the ‘Balloon Dog’: Art, Algorithmic Culture and Augmented Reality
12.1 Introduction
12.2 AR/MR Commercial and Technical Development
12.3 AR/MR Through Media Art Practice and Scholarship
References
13 Circumpolar Gamifications in the Age of Global Warming: Ice Levels, Anxiety and the Anthropocene
13.1 Introduction
13.2 Nuna and Siḷa
13.3 Frostbite Bailey
13.4 Nana and Popo
13.5 Somethings Everywhere
13.6 Global Warming and Monoculture
13.7 Infomes, Virtual Anthromes
13.8 Gamification of Megafauna in the Anthropocene
13.9 Cheechako Wizard Suicide Runners
13.10 Conclusion. Final Bosses: Sovereignty and Justice
References
Concluding Remarks: From Pokémon GO to Serious Augmented Reality Games