68,806 research outputs found

    Developing and evaluating AR game from consumer behavior perspectives

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    Abstract. Who would have guessed digital games could make the average gamer to jump up from their sofa and run around in urban environment, but now it is happening. This influence on players is something new as traditionally players control the games, not vice versa. Augmented reality games opened a new world that needs to be studied. Games are a big business and their business models and monetization have been studied a lot except related to augmented reality. Augmented reality games can be used to influence human behavior, but what this new and still evolving environment augmented reality provides for business is largely an open question. At the verge on new Metaverse this study is needed even more. This study examines the potential for augmented reality games to influence player behavior and monetization strategies within the rapidly evolving digital gaming industry. Utilizing a "In the wild" field trial and a specifically designed augmented reality game, the research explores how augmented reality game environments can be used to indirectly and directly influence player purchase behavior. A group of 11 test players was used and interviewed on their experience and feelings during different scenarios of the game. Results seems to indicate that players are willing to use money for physical products as part of a game story, for advancement in a game and for reasons that are not directly related to the game itself. Just by placing players in suitable locations they tend to use money and get interested in the services provided, creating possible future customers outside of the game. Study also found out that when immersed to an augmented reality game, in comfortable environment and while having fun the players are more willing to use money and that they create a positive attachment to the businesses encountered while playing. These findings have important implications for the development of effective business models and monetization strategies within the augmented reality gaming industry

    Future Trends of Virtual, Augmented Reality, and Games for Health

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    Serious game is now a multi-billion dollar industry and is still growing steadily in many sectors. As a major subset of serious games, designing and developing Virtual Reality (VR), Augmented Reality (AR), and serious games or adopting off-the-shelf games to support medical education, rehabilitation, or promote health has become a promising frontier in the healthcare sector since 2004, because games technology is inexpensive, widely available, fun and entertaining for people of all ages, with various health conditions and different sensory, motor, and cognitive capabilities. In this chapter, we provide the reader an overview of the book with a perspective of future trends of VR, AR simulation and serious games for healthcare

    The Gamification of Augmented Reality Art

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    Augmented Reality (AR) and its applications are being used in many applications, including gaming, education, industry, research, and art. Gamification refers to the merging of games with interactive media (video games, Virtual and Augmented Realities, for example) to allow for the completion of difficult digital labour of research in a more fun, intuitive fashion. In this chapter, the merging of gamification and Augmented Reality-based art is discussed, 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 determine possible future outcomes of this genre. Lastly historical experiments in user interface design are mentioned to propose future solutions for Augmented Reality applications, artistic installations and gamification scenarios

    ARLearn: augmented reality meets augmented virtuality

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    Ternier, S., Klemke, R., Kalz, M., Van Ulzen, P., & Specht, M. (2012). ARLearn: augmented reality meets augmented virtuality [Special issue]. Journal of Universal Computer Science - Technology for learning across physical and virtual spaces, 18(15), 2143-2164.This article deals with educational opportunities for mixed reality games and related scenarios for learning. It discusses several issues and educational challenges to be tackled when linking augmented reality and augmented virtuality. Second, the paper describes the architecture of the ARLearn system which offers highly flexible support for different educational settings. Three prototypical use cases implemented based on the underlying ARLearn framework are discussed, which are a field trip system, an augmented Google StreetView client called StreetLearn, and a real time crisis intervention game. ARLearn combines real time notification and mixed reality games across Mobile Augmented Reality and Virtual Reality and the authors aim to use the underlying (open source) framework for further case studies and mixed reality applications for learning support

    Guidelines for designing augmented reality games

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    The growing popularity of augmented reality (AR) games in both a research and more recently commercial context has led for a need to take a closer look at design related issues which impact on player experience. While issues relating to this area have been considered, to date most of the emphasis has been on the technology aspects. Furthermore it is almost always assumed that the augmented reality element in itself will provide a sufficient experience for the player. This has led to a need to evaluate what makes a successful augmented reality game. In this paper we present a set of design guidelines which are drawn from experiences of three mixed reality games. The guidelines provide specific guidance on relationships between real and virtual space, social interaction, use of AR technologies, maintaining consistent themes and implicitly address higher level aspects such as presence within a particular augmented reality place

    Active Learning based on the use of Augmented Reality Outline of Possible Applications: Serious Games, Scientific Experiments, Confronting Studies with Creation, Training for Carrying out Technical Skills

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    ISBN : 973-93-80868-64-1International audienceThis paper looks at augmented reality as a support for active learning. Fourth areas of application are studied: serious games, scientific experiments, confronting study results with creation and training for carrying out technical skills. After introducing a new proposed augmented reality definition, we illustrate each area with original examples like an augmented reality serious game to understand electromagnetic phenomena and their applications in electrical engineering or still an augmented reality training application to learn welding. At the end, we finish to observe that systems using augmented reality can provide a semi-determinist aspect where technology is easier to implement, less rigid and more interactive than other traditional systems

    Increasing Quality of Learning Experience using Augmented Reality Educational Games

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    Adequate pedagogical approaches for integration of technology in the learning process create new opportunities for improving the quality of teaching and learning experiences, raising students’ interest and motivation for the classroom activities at the same time. Game-based learning implemented with different technologies can utilize students’ energy and enthusiasm for educational purposes. To increase the quality of experience of the learning process, elements of popular games (e.g., mobile games and augmented reality games) should be used in the educational context. This paper proposes methodological guideline that can be used for the integration of games in education. The methodological guideline defines the two steps process of creating educational games starting from students’ attitudes and needs, and then incorporates educational outcomes. As a case-study augmented reality educational games platform was designed to illustrate the possibilities and benefits of the proposed approach.publishedVersio

    Design of a location-based augmented reality game for the development of key 21st century competences in primary education

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    The use of augmented reality games (ARGs) in education has gained increased attention from curriculum developers, teachers, and researchers in the past decade. Research findings show that ARGs can promote meaningful learning environments that foster key competences for the 21st century. This paper presents the design process of “EcoAegean”, an ARG for mobile devices, which was implemented in primary classroom environments to support the development of students’ key competences in the context of sustainability. The game was created using an open augmented reality software platform and its design was based on contemporary theoretical underpinnings regarding the use of such games in educational contexts. In the first section of the paper, we describe the design procedures of the learning scenario as well as the game itself. In the last section of the paper, we offer a set of critical insights on the design and implementation of mobile augmented reality games for the purpose of supporting students’ development of key 21st century competences.</p

    Perancangan Game “IM HERE” Berbasis Augmented Reality dan Location Based Sebagai Media Promosi

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    On a business there must be advertise for a product, services, and also for entertainment. Advertisement activities has been changed from door to door advertisement to technological advertisement. Technology that used for advertisement are televisions, web and social media. One of the new technology and media that use for advertisement are games. Games as advertisement tool use ads via monetizing and promote services. Some company use augmented reality and location based technology which new technology as advertisement enhancement to attract costumer. Augmented reality is technology that combine real world object and game object, and location based is technology that determine user location in the point of world as coordinate or place descriptions. Augmented reality and location based can be implemented using Unity3D algorithm through accessing user camera and gps. Location based can be implemented as marker for some feature to active if company that want advertise their product or place, user must get profit from activating the feature. Using augmented reality and location base as gameplay may give new experience for user and attract new user or customer
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