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Augmented Reality Games II,Understanding the Pokémon GO Phenomenon,2019
Vladimir geroimenko Editor augmented reality games II The gamification of education Medicine and art 空 Springer ea Vladimir geroimenko Faculty of Informatics and Computer Science The British University in Egypt ( BUE) Cairo. Egypt ISBN978-3-030-156190 ISBN978-3-030-156206( e Book) htts:/doi.org/10.1007/9783-030-15620-6 Library of congress Control Number: 2019935483 C Springer nature Switzerland ag 2019 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from he relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, expressed or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations This Springer imprint is published by the registered company Springer Nature Switzerland AG The registered company address is: Gewerbestrasse ll, 6330 Cham, Switzerland This pioneering two-volume research monograph is dedicated to future generations of augmented reality game designers and players With sincere gratitude to the british University in egypt (BUE), an excellent place to work. teach and write books Preface This book is unique in two main respects: it is the first ever research monograph on the subject of Augmented Reality(Ar) Games and also it has been published ir two separate and rather substantial volumes. In Volume I, the phenomenon of the Pokemon Go game is analysed in theoretical, cultural and conceptual contexts, with emphasis on its nature and the educational use of the game Volume I 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 educa tion health care. medicine and art The two-part monograph has been written by a team of 70 leading researchers practitioners and artists distinguished by their specialist expertise, significant pub lications and ongoing projects. The books'co-authors are from 20 countries all around the world: Australia, Belgium, Brazil, Denmark, Egypt, Finland, Germany Hungary, Italy, Malaysia, Netherlands, Romania, Slovenia, South Korea, Spain, Sweden Switzerland. UAE.UK and uSa The two comprehensive volumes provide a thorough and multi-faceted research into the emerging field of Augmented Reality Games and consider a wide range of its major issues: the concept and nature of Augmented Reality games, the lessons learned from the rise of Pokemon GO, and the practical use of this novel type of games in education, health care, medicine, art and related fields. This is why these two books can be essential reading not only for researchers, practitioners, game developers and artists but also for graduate and undergraduate students, and all those interested in the rapidly developing area of AR Games It was difficult to make this two-volume book happen because research on Augmented Reality Games is still in its infancy, and there are therefore relatively few publishable materials available. We owe a debt to our contributors who have managed to produce this two-part monograph in the face of these difficulties These two books can also be considered as part of a trilogy, a series of three pioneering monographs published by Springer on the same subject of Augment Reality and with the same book editor VI Preface Augmented Reality Art: From an Emerging Technology to a Novel Creative Medium. Geroimenko, V.(Ed ) Ist Edition: Springer, 2014-314 p; 2nd Edition, Revised and Updated, Springer, 2018-384 p Augmented Reality Games I: Understanding the Phenomenon of Pokemon GO Geroimenko, V.(Ed ) Springer, 2019 Augmented Reality Games I: The Gamification of Education, Medicine and Art. Geroimenko, V.(Ed ) Springer, 2019 The content of Volume II is arranged as follows. You can read chapters in sequence or random Chapter 1 'Educational Augmented Reality Games'argues that AR games have the potential to enable new forms of learning and transform the learning experience However, it remains unclear how such ar games whose designs are based on diverse game genres can be used to leverage the conventional education process in the context of different theoretical paradigms and models used in learning. The chapter addresses these challenges by providing an analysis of game genres, learning paradigms, theories and models used in different Ar games in the field of education. The authors present a number of previous studies of educational AR games, which are classified by year of publication, school subject, research method game genres, AR systems, learning environment, learning paradigms and theories target groups and study sample size. The classified data is analysed to identify how AR games designed based on diverse game genres can be used to benefit the educational process in the context of different theoretical paradigms and models used in learning Chapter 2 Designing Educational Mobile Augmented Reality Games Usin Motivators and disturbance Factors' investigates mobile augmented reality ( MAR) that has emerged as a mainstream technology to provide novel visualisation and interaction opportunities across application domains. The primary forte of MAR is its ability to bridge the real world with virtual worlds by bringing virtual elements onto a real-world view, and by adapting the experience according to the users location and other context parameters. Research has shown that Mar poS sesses a multitude of affordances in the field of education These affordances can be amplified in educational MAR games (EMarGs) due to the motivational value and the fun factor provided by intriguing game elements. However, there is a gap in research on design guidelines for EMARGs, especially regarding the connection to motivators and disturbance factors that may have positive and negative effects respectively on the learning experience. In this chapter the authors present two MAR case studies(a treasure hunt and a story-driven adventure game) to illustrate their experiences in designing EMARGs. They conduct a qualitative analysis of the case studies based on questionnaire answers and interviews of 29 and 112 partic ipants, respectively, to identify motivators(16, 20) and disturbance factors(11, 25) in the participants'gameplay experiences. Through an analysis of the motivators disturbance factors and their design experiences, the authors proposed 24 design guidelines in 6 categories that can potentially strengthen motivators and diminish disturbance factors in MAR applications Preface Chapter 3'Augmented Imagination: Creating Immersive and Playful Reading Experiences'deals with reading as a complex process that is changing dramatically during the ongoing evolution from purely physical books to digital ones. Between the two poles of physical and digital, there is an emerging field where physical is being augmented by digital and vice versa. In this chapter, the authors investigate physical and digital approaches to the phenomenon of book augmentation. Physical approaches do not embed any electronic elements into the book. On the contrary, in digital approaches, interactivity is supported by embedding electronic devices into the physical book, holding devices above the book or by placing electronic devices around the reader. First, the authors describe and analyse 10 augmented books that use different augmentation techniques(along the following three dimensions: the modalities being used, the type of content on offer and the impact of the augmen tation on the reading flow). They then emphasise the need for further investigation of the ways for delivering multimodal and immersive content, in which the processes of reading the original text, interacting and consuming the digital content merge into one unified experience that does not disrupt the reading flow and enhances the sense of immersion in the story. Finally, the authors illustrate how we could move towards this vision of a unified augmented reading experience using different technologies, such as speech recognition systems, eye- and head-tracking systems, olfactory displays, smell synthesisers and digitally controlled food delivery systems Chapter 4 Invisible Settlements: Discovering and reconstructing the Ancient Built Spaces Through Gaming studies hidden historic settlements that still exist under layers of soil and debris, waiting to be discovered. Their discovery can precede the archaeological excavation through the use of ground radar for scanning and points-of-interest(POIs) for delineating their shape in space. Once discovered with the use of smartphones, these POls display augmented information. If the presen tation of the invisible settlement can be achieved as a playful activity of discovery, the impact on the player may have a stronger cultural, and possibly identity, value Chapter 5 Explorations in Mixed Reality with Learning and Teachin Frameworks: Lessons from Ludus and the vulcan Academy'explores the design of mixed reality frameworks for learning and teaching at Griffith University, Gold Coast, Australia. Discipline areas from Pharmacy and Design have developed a series of experiential learning scenarios that help build rich frameworks in which to learn, teach and assess, using and testing multiple strategies in the process. Essential to teaching methods is the implementation of learning objectives as moderated by strategies of play-based learning. The learning scenarios range from developin mobile applications to impact upon spatial reasoning beyond the device frame, designing transformative experiences through student led content authoring of augmented game content, to immersion in a virtual pharmacy with access to aug mented content through head mounted displays. Increased engagement is a key objective of the gamified learning experience, and the authors experiments seek to investigate the boundaries between educational theories as applied to mixed reality environments through active learning and inquiry-based instruction. The chapter demonstrates that play, through the use of mixed reality technologies, can benefit nd prolong student engagement, but importantly that the student can have Preface ownership of the experience. The technological frameworks are not just seen to have novelty but are effective tools for deeper and lasting levels of engagement Chapter 6'Playful Ambient Augmented Reality Systems to Improve People's Well-Being' addresses the issues of intense stress, discomfort or sedentary beha- viour as factors that have a negative impact on people's well-being and efficiency A number of prototypes have been developed to help people deal with these issues In parallel, gamification techniques have been successfully used in applications that aim to improve peoples health by encouraging them to change their behaviour. The authors focus on the use of Ambient systems and/or Augmented Reality systems and discuss the potential of playful and gamified systems to improve peoples well-being. They first describe several prototypes for improving well-being. Then they discuss the potential of gamification and projection-based AR systems in the context of well-being, and introduce the notion of playful projection-based ambient systems. The authors conclude by describing a scenario and discussing technical considerations for its implementation Chapter 7" Augmented Reality Games for Health Promotion in Old Age' looks AR game concepts that can be used for health-related purposes. Physical activity is a key aspect for healthy ageing Conceptual considerations and current research in the field of technology and ageing are examined in the chapter to recommend designs for augmented reality games for older adults. The authors explore relevant trends in augmented reality and possibilities to integrate this technology into individual health promotion. Research on the use of mobile devices and appl tions by older people, and older adults'interest in using this technology for health-related purposes is thoroughly presented in the chapter. From this, the authors deduce older adults' readiness to use augmented reality games on mobile devices in their everyday lives and for health promotion. Design recommendations include considerations of which technology is used by older people, how to create meaningful games, how to involve older adults' social networks, issues of data security and the special requirements for designing health-related augmented reality games as a whole. The combination of empirical findings from gerontological and technical research groups allows the authors to discuss these issues in a broader perspective and define relevant factors for developing augmented reality games for older adults Chapter 8 Gamification in Cognitive Assessment and Cognitive Training for Mild Cognitive Impairment begins with a statement that a most important aspect of gamification is its inherent ability to encourage engagement with a product or service. While this is often used as a marketing technique, it proved very worth while applying it to a medical domain. Good games or just some game properties challenge and encourage users to perform(sometimes unknowingly) to the best of their abilities and that is often important in(automatic) cognitive assessment Furthermore, games often have the ability to maintain users' motivation over a longer period of time, a very important aspect in sustained cognitive training. The chapter critically comments and looks at research and applications in the area of cognitive assessment and cognitive training for Mild Cognitive Impairment (MCD from a gamification perspective Preface Chapter 9 The Healing App: Augmented Reality and art for Pediatric Patients with Chronic Pain?starts with an assumption that training, live surgical guidance and therapy are already popular areas of ar in medicine. However, what if we also harnessed the freedom of augmented reality to influence pain management with art? In collaboration with artist Claudia hart, the montefiore health System was cre- ating a new project that explores the combined power of art and technology in a healthcare environment. By commissioning Claudia hart for a specific area of a hospital, in a situation where she is an intimate part of the planning, a magical and meaningful space emerges that could directly affect overall patient experience and even the need for pain medications. The authors believe their work together in art design and technology is the future of healthcare and patient environments Chapter 10 The Gamification of Augmented Reality Art'discusses the merging of gamification and augmented reality-based art, its impact in terms of digital labour as well as examples of augmented reality that exhibit gamification or elements of it Speculative design fictions of gamified augmented reality are examined to deter mine possible future outcomes of this genre. Finally, historical experiments in user interface design are mentioned to propose future solutions for augmented reality applications, artistic installations and gamification scenarios. Chapter 11'Unintended Consequence: Pervasive Games and Public Art'asks how Pervasive games using Augmented Reality can contribute to a changing perception of Public Art through a playful exploration of place. By unintentionally discovering Art whilst playing games, new meanings are seen to emerge and are explored from new perspectives through the surprise of discovery and re-negotiation with art in public places. This chapter is a semiotic exploration through analysis and interview of some of the signs and symbols of Public art and particularly the ontological shifts arising from the re-contextualisation and revisi tations of symbols in augmented frameworks. The analysis of semiotic change seeks to explore the shifting interpretations of Public Art afforded by playing games with augmented technologies. Pervasive Games such as Wayfinder Live, and even Pokemon go and its precursors unravel an evolving set of rich discourses in which to investigate the recursive correlations of art and place. The outcomes of thi analysis of Pervasive games reveal the ontological implications not of intentional design, but of the unintended consequence of playing Games through Art Chapter12‘ Defacing the‘ Balloon dog∴Art, Algorithmic Culture and Augmented Reality' examines gamification through selected artworks that deploy augmented reality techniques. Gamification is approached as a form of algorithmic culture' in which algorithms can be, to varying degrees, both positively guiding or negatively coercing a user. After analysing examples of gamification in the mobile entertainment industry, such as Snapchat and Pokemon GO, examples from con temporary media art that blend augmented reality techniques with algorithmic structures and tendencies are investigated. This research considers ar as a pro cessual entity rather than a discrete form or technical medium Its interfaces are not simply dynamically engaged across the physical and the digital, but entangled with social and cultural forces

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