An Analysis of Engagement in a Combination Indoor/Outdoor Augmented Reality Educational Game.

J. Folkestad, Fort Collins. Principal Preparation Computing Education, Patrick M. O'Shea
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引用次数: 17

Abstract

30 surroundings on the handheld device and as they moved around the physical space an avatar would move around the map. Their tasks revolved around finding and interacting with virtual characters and objects that were found on the map. Conversely, there have been indoor efforts at AR experiences that used some other means of triggering these events, such as RFID tags (see, for example, work by Papadimitriou, Komis, Tselios, & Avouris, 2006).
室内/室外增强现实教育游戏的沉浸性分析
手持设备上有30个环境,当他们在物理空间中移动时,虚拟角色也会在地图上移动。他们的任务是寻找地图上的虚拟人物和物体并与之互动。相反,在AR体验中也有一些室内尝试,使用一些其他方式触发这些事件,例如RFID标签(例如,参见Papadimitriou, Komis, Tselios, & Avouris, 2006年的工作)。
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