Usability and Playability Heuristics for Augmented Reality Video Games in Smartphones

Author(s):  
Alberto Chang ◽  
Lourdes Montalvo ◽  
Freddy Paz
2021 ◽  
pp. 183-199
Author(s):  
Claude Duée ◽  
Justine Martin

Nuestro grupo de investigación, LCF, está interesado en abordar la temática de la realidad virtual bajos sus diferentes formas, como los videojuegos, la realidad aumentada, en la enseñanza de una lengua extranjera, pensando que podría ser la solución para nuestros estudiantes. En efecto, pueden abordar, en nuestro caso, el francés, desde la gamificación y, por tanto, desde la motivación. Además, tiene la ventaja de poder llevar el aprendizaje al terreno de la autonomía y, sobre todo, de la inmersión, concepto que nos parece primordial para alcanzar una adquisición de una lengua y que tenemos que definir en relación con nuestro objetivo. Después, nuestra investigación ha seguido su curso buscando las diferentes aplicaciones interactivas y analizándolas para observar en qué medida conllevan un beneficio para este aprendizaje y, en caso de que no fuera así, qué solución le podemos dar. Our research group, LCF, is interested in addressing the topic of virtual reality under its different forms, such as video games, augmented reality, in the teaching of a foreign language, thinking that it could be the solution for our students. Indeed, they can approach, in our case, French, from gamification and, therefore, from motivation. In addition, it has the advantage of being able to take learning to the field of autonomy and, above all, of immersion, a concept that seems essential to achieve a language acquisition and that we have to define in relation to our objective. Afterwards, our research has continued its course looking for the different interactive applications and analyzing them to observe to what extent they bring a benefit for this learning and, if not, what solution we can give it.


Author(s):  
Joseph A. Goguen

Virtual worlds, construed in a broad enough sense to include text-based systems, as well as video games, new media, augmented reality, and user interfaces of all kinds, are increasingly important in scientific research, entertainment, communication, commerce, and art. However, we lack scientific theories that can adequately support the design of such virtual worlds, even in simple cases. Semiotics would seem a natural source for such theories, but this field lacks the precision needed for engineering applications, and also fails to addresses interaction and social issues, both of which are crucial for applications to communication and collaboration. This chapter suggests an approach called algebraic semiotics to help solve these and related problems, by providing precise application-oriented basic concepts such as sign, representation, and representation quality, and a calculus of representation that includes blending. This chapter also includes some theory for narrative and metaphor, and case studies on information visualization, proof presentation, humor, and user interaction.


2017 ◽  
Vol 13 (25) ◽  
pp. 129 ◽  
Author(s):  
Franklin Montecé-Mosquera ◽  
Alexis Verdesoto-Arguello ◽  
Carlos Montecé-Mosquera ◽  
Cesar Caicedo-Camposano

The vertiginous advances in terms of information anda communication technologies mean allow innovative ways to stregthen aspects related to knowledge. With the passing of the last years the Augmented Reality RA has positioned itself as a technology that has approached different environments of society, environments related to advertising, marketing, video games and in education has generated a high impact. Augmented reality is technology that contributes resources to the world, it seeks to determine if the incorporation of technologies contribute an enrichment to the teaching-learning process. Considering the analysis of works related to the theme, the reality may be d efined as that additional information obtained by observation of an environment with the objective to innovate the teaching process by providing a tool that presents the user: interaction, entertainment and motivation learning.


Sign in / Sign up

Export Citation Format

Share Document