Literatura académica sobre el tema "AR gaming"
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Artículos de revistas sobre el tema "AR gaming"
Santoso, Gregorius Alvin Raditya. "GPS-Based AR Games Development Potential". SISFORMA 1, n.º 2 (19 de noviembre de 2014): 5. http://dx.doi.org/10.24167/sisforma.v1i2.397.
Texto completoPerry, Bernadette. "ARIS: A Tool to Promote Language Learning Through AR Gaming". CALICO Journal 35, n.º 3 (29 de abril de 2018): 333–42. http://dx.doi.org/10.1558/cj.36318.
Texto completoVoštinár, Patrik, Dana Horváthová, Martin Mitter y Martin Bako. "The look at the various uses of VR". Open Computer Science 11, n.º 1 (1 de enero de 2021): 241–50. http://dx.doi.org/10.1515/comp-2020-0123.
Texto completoKhalid, Che Mohd Lukman, Zainai Mohamed, Mohamad Syazli Fathi, Mohd Zulakhmar Zakiyudin, Norshakila Rawai y Mohammad Abedi. "The Potential of Augmented Reality Technology for Pre-Construction". Applied Mechanics and Materials 405-408 (septiembre de 2013): 3419–22. http://dx.doi.org/10.4028/www.scientific.net/amm.405-408.3419.
Texto completoCurran, Kevin, Denis McFadden y Ryan Devlin. "The Role of Augmented Reality within Ambient Intelligence". International Journal of Ambient Computing and Intelligence 3, n.º 2 (abril de 2011): 16–34. http://dx.doi.org/10.4018/jaci.2011040102.
Texto completoMaruyama, Tomoyasu. "Location Based Elements into Gaming Industry". Abstracts of the ICA 1 (15 de julio de 2019): 1–2. http://dx.doi.org/10.5194/ica-abs-1-241-2019.
Texto completoMuguro, Joseph K., Pringgo Widyo Laksono, Yuta Sasatake, Kojiro Matsushita y Minoru Sasaki. "User Monitoring in Autonomous Driving System Using Gamified Task: A Case for VR/AR In-Car Gaming". Multimodal Technologies and Interaction 5, n.º 8 (21 de julio de 2021): 40. http://dx.doi.org/10.3390/mti5080040.
Texto completoLaskari, Iro. "Creating algorithmic audio-visual narratives through the use of augmented reality prints". Technoetic Arts 17, n.º 1 (1 de junio de 2019): 25–31. http://dx.doi.org/10.1386/tear_00003_1.
Texto completoMakhataeva, Zhanat y Huseyin Varol. "Augmented Reality for Robotics: A Review". Robotics 9, n.º 2 (2 de abril de 2020): 21. http://dx.doi.org/10.3390/robotics9020021.
Texto completoWüest, Robert y Stephan Nebiker. "Geospatial Augmented Reality for the interactive exploitation of large-scale walkable orthoimage maps in museums". Proceedings of the ICA 1 (16 de mayo de 2018): 1–6. http://dx.doi.org/10.5194/ica-proc-1-124-2018.
Texto completoTesis sobre el tema "AR gaming"
Lundmark, Martin. "The dice are still rolling : A study that shows how AR technology can create new gameplay specific qualities". Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-22065.
Texto completoSpelindustrin förändras och nya former av spel och upplevelser utvecklas. Från brädspel till datorspel till de nyaste AR och VR spelen. Just nu arbetar utvecklare med att skapa nya upplevelser där det virtuella kombineras med verkligheten till en fulländad och trovärdig mix. Detta skapar utrymme för nya möjligheter at implementera teknologi i klassiska artefakter. Inom kontexten av brädspel finner vi många fysiska spelobjekt och tärningen är vald som huvud-karaktären för den här studien. Placerad mellan brädspel och digitala spel kommer nu AR spel. Tidigare forskning inom brädspel och teknologi gav intressant information inom kontexten och agerar som riktlinjer och som grund för ny design. Tärningen är världskänd så siktar den härstudien mot att ta reda på hur det här objektet kan utvecklas med hjälp av teknologi. Genom att arbeta med konceptdriven design och i nära relation med en AR spelstudio, designades den nya AR tärningen och det nya AR spelet DiceFold. En kvalitativ metod användes där experter inom industrin diskuterade de nya möjliga upplevelser inom AR spel och funktionaliteten hos AR tärningen, som kanske kan bli en ny del inom spelvärlden i en snar framtid. Denna studie resulterar i tre olika saker, den nya spel komponenten AR tärningen, det nya AR spelet DiceFold och mer information inom forskning av AR spel.
Zachariáš, Michal. "Návrh a Aplikace Dvourozměrných Vizuálních Markerů pro Speciální Účely". Doctoral thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-412574.
Texto completoShen, Yun y 沈芸. "The Influence of Object Presentation Styles on Gaming Performance and Experience in AR Treasure Hunt Games". Thesis, 2018. http://ndltd.ncl.edu.tw/handle/rfjwhb.
Texto completo國立交通大學
工業工程與管理系所
107
Augmented Reality offers a new possibility of development in gaming industry. One classic example is the “Pokemon Go”, a treasure hunt game that set off a boom throughout the world. How to design the presentation styles of the treasures and raising the challenge of a game are crucial to maintain gamers’ loyalty. This research is aimed to adopt psychological concept- “Context Appropriateness” and “Context Adaptability”- as design factors of treasures, and to investigate how these two factors affect gamers’ search time and the feeling of challenge in dynamic environment. This research recruited 40 Millennials (20~38 years old) participating this 2x2 between-subject design experiment, measured the search time and the challenge score, and recorded players’ scan path with an eye tracker. Result showed that search time increased when the treasures were context inappropriate or context adaptable, and both independent variables interactively affected the search time as well. The analysis of the eye tracker revealed that the players conducted top-down processing first, then bottom-up processing when searching the treasures. First, context appropriateness played as a clue or misleading factor, which guided the start of the searching point to a specific area. When being context unadaptable, the target popped-out, and the players conducted parallel search and attended to the target rapidly. In this stage, the influence of context adaptability is not significant. The targets disauised when being context adaptable and the players relied on the clue of context appropriateness to narrow down the search area. When the targets are context inappropriate, the players have to conduct serial search in a wider area, causing longer search time. On the aspect of challenging, context adaptability played an important role and made players spend more time and effort focusing on the detail of target, which increased the feeling of challenge. To sum up, Context Appropriateness and Context Adaptability can be the design references of AR treasure hunt game, to build up the hardness level and enrich the gaming experience, and increase players’ loyalty to a game.
Capítulos de libros sobre el tema "AR gaming"
N. R., Raajan y Nandhini Kesavan. "Mixed Augmented Reality Systems for Real World Integration". En Emerging Technologies and Applications for Cloud-Based Gaming, 159–90. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-0546-4.ch008.
Texto completoSchrier, Karen. "Reliving History with "Reliving the Revolution"". En Handbook of Research on Effective Electronic Gaming in Education, 1460–76. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-59904-808-6.ch085.
Texto completoNarayanan, Sathiya, Nikshith Narayan Ramesh, Amit Kumar Tyagi, L. Jani Anbarasi y Benson Edwin Raj. "Current Trends, Challenges, and Future Prospects for Augmented Reality and Virtual Reality". En Multimedia and Sensory Input for Augmented, Mixed, and Virtual Reality, 275–81. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-4703-8.ch015.
Texto completoSelvaraj, Prabha, Sumathi Doraikannan, Anantha Raman Rathinam y Balachandrudu K. E. "Augmented Reality and Experiences". En Smart Marketing With the Internet of Things, 66–93. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-5763-0.ch004.
Texto completoMathew, Prabha Susy y Anitha S. Pillai. "Role of Immersive (XR) Technologies in Improving Healthcare Competencies". En Virtual and Augmented Reality in Education, Art, and Museums, 23–46. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-1796-3.ch002.
Texto completoWang, Shaojung Sharon. "Spatial Immersion and Human Interaction". En Advances in Media, Entertainment, and the Arts, 371–92. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2433-6.ch018.
Texto completoActas de conferencias sobre el tema "AR gaming"
Kosmyna, Nataliya. "MIT: Making use of XR: from Gaming at Home to ICUs at Hospitals to fight COVID-19". En SPIE AR, VR, MR Industry Talks II, editado por Conference Chair. SPIE, 2021. http://dx.doi.org/10.1117/12.2597481.
Texto completoLange, Danny. "Bringing Gaming; VR; and AR to Life with Deep Learning". En MM '17: ACM Multimedia Conference. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3123266.3130873.
Texto completoPortalés, Cristina, Carlos D. Perales y Adrian D. Cheok. "Exploring social, cultural and pedagogical issuesin AR-gaming through the live lego house". En the international conference. New York, New York, USA: ACM Press, 2007. http://dx.doi.org/10.1145/1255047.1255103.
Texto completoKoh, Raymond Koon Chuan, Henry Been-Lirn Duh y Jian Gu. "An integrated design flow in user interface and interaction for enhancing mobile AR gaming experiences". En 2010 IEEE International Symposium on Mixed and Augmented Reality - Arts, Media, and Humanities (ISMAR-AMH). IEEE, 2010. http://dx.doi.org/10.1109/ismar-amh.2010.5643296.
Texto completoSchmoll, Robert-Steve, Sreekrishna Pandi, Patrik J. Braun y Frank H. P. Fitzek. "Demonstration of VR / AR offloading to Mobile Edge Cloud for low latency 5G gaming application". En 2018 15th IEEE Annual Consumer Communications & Networking Conference (CCNC). IEEE, 2018. http://dx.doi.org/10.1109/ccnc.2018.8319323.
Texto completoMahboob, Atif, Stephan Husung, Christian Weber, Andreas Liebal y Heidi Krömker. "Smartphone As a Stand-Alone Device for Rendering, Visualization and Tracking for Use During Product Development in Virtual Reality (VR)". En ASME 2019 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/detc2019-97173.
Texto completoTumaševičiūtė, Rasa y Gytautas Ignatavičius. "BIOLOGIŠKAI SKAIDŽIŲ ATLIEKŲ TVARKYMAS KURIANT ŽIEDINĘ BIOEKONOMIKĄ". En 22-oji jaunųjų mokslininkų konferencijos „Mokslas – Lietuvos ateitis“ teminė konferencija APLINKOS APSAUGOS INŽINERIJA. Vilnius Gediminas Technical University, 2020. http://dx.doi.org/10.3846/aainz.2019.016.
Texto completoBIRGĖLAITĖ, Miglė y Marina VALENTUKEVIČIENĖ. "FLUORIDŲ ŠALINIMO IŠ POŽEMINIO VANDENS TYRIMAI". En Conference for Junior Researchers „Science – Future of Lithuania“. VGTU Technika, 2018. http://dx.doi.org/10.3846/aainz.2018.003.
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