scholarly journals Multidisciplinary Development Process of a Story-based Mobile Augmented Reality Game for Learning Math

Author(s):  
Joo Chan Kim ◽  
Renny S. N. Lindberg ◽  
Teemu H. Laine ◽  
Ewa-Charlotte Faarinen ◽  
Olga De Troyer ◽  
...  
Author(s):  
Patrick Pennefather ◽  
Claudia Krebs ◽  
Julie-Anne Saroyan

The research and development of an augmented reality (AR) application for Vancouver-based dance company Small Stage challenged a team of students at a graduate digital media program to understand how AR might reinvent the audience-dancer relationship. This chapter will chronicle the AR and choreographic development process that occurred simultaneously. Based on the documentation of that process, a number of insights emerged that dance creators and AR developers may find useful when developing an AR experience as counterpart to a live dance production. These include (1) understanding the role of technology to support or disrupt the traditional use of a proscenium-based stage, (2) describing how AR can be used to augment an audience's experience of dance, (3) integrating a motion capture pipeline to accelerate AR development to support the before and after experience of a public dance production.


Author(s):  
Anne-Marie Schleiner

Transnational Play makes a case for approaching gameplay as a global industry and set of practices that also includes diverse participation from players and developers located within the global South, in nations outside of the First World. Such participation includes gameplay in cafés, games for regional and global causes like environmentalism, piracy and cheats, localization, urban playful art in Latin America, and the development of culturally unique mobile games. This book offers a reorientation of perspective on global play, while still acknowledging geographically distributed socioeconomic, racial, gender, and other inequities. Over the course of the inquiry, which includes a chapter dedicated to the cartography of the mobile augmented reality game Pokémon Go, I develop a theoretical line of argument critically informed by gender studies and intersectionality, post-colonialism, geopolitics, and game studies. This book looks at who develops, localizes, and consumes games, problematizing play as a diverse and contested transnational domain.


Author(s):  
Mareike Picklum ◽  
Georg Modzelewski ◽  
Susanne Knoop ◽  
Toke Lichtenberg ◽  
Philipp Dittmann ◽  
...  

2018 ◽  
Vol 197 ◽  
pp. 15004 ◽  
Author(s):  
Hendra Pradibta ◽  
Indra Dharma Wijaya ◽  
Ferdian Ronilaya ◽  
Usman Nurhasan

ARdoa is Mobile Augmented Reality (MAR) application used as a therapy media for children with Autism Spectrum Disorder (ASD). The content of this application is daily prayers for Muslim children, and it is designed in the form of audio-video animation. This paper is aimed at discussing the evaluation and testing of the development process of MAR ARdoa. Technical evaluation and testing are conducted on several aspects, specifically testing the detection and tracking. Moreover, the method used in the process is to identify the distance, surface area and ideal conditions for the utilization of this application. The completion of the test is based on whether or not the content appearing on the marker has been made. From the evaluation and testing process, it is obtained ideal distance, surface area and conditions for the utilization of MAR ARdoa that can be used as standards for its development.


2021 ◽  
Vol 5 (12) ◽  
pp. 82
Author(s):  
Maria Cristina Costa ◽  
Paulo Santos ◽  
João Manuel Patrício ◽  
António Manso

Mobile augmented reality applications are gaining prominence in education, but there is a need to design appropriate and enjoyable games to be used in educational contexts such as classrooms. This paper presents an interactive information system designed to support the implementation of an augmented reality application in the context of game-based learning. PlanetarySystemGO includes a location-based mobile augmented reality game designed to promote learning about the celestial bodies and planetary systems of the Universe, and a web application that interacts with the mobile device application. Besides face-to-face classes, this resource can also be used in online classes, which is very useful in social isolation situations as the ones caused by the COVID-19 pandemic. Furthermore, it is the inclusion of the web application, with a back-office, in the information system that makes it possible to include curricula contents according to the grade level of students. Moreover, it is intended that teachers use the information system to include the contents they find appropriate to the grade level they teach. Therefore, it is crucial to provide their professional development to be able to use this resource. In this regard, a pilot study was conducted with teachers who participated in a STEM professional development programme in order to assess if the system is appropriate to be used by them. It is concluded that teachers found this resource relevant to motivate students to learn, and also acknowledged that the web application facilitated the introduction of appropriate curricula contents and also was useful to assess student performance during the game. Teachers need support, however, to implement these types of technologies which are not familiar to them. The necessary support can be provided through collaboration among the researchers and teachers in their schools. Besides engaging students to learn about celestial bodies, it is concluded that the information system can be used by teachers to introduce appropriate curricula contents and to be implemented in class.


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