Augmented Reality and Serious Games: A Systematic Literature Mapping

Marco Aurelio Pellens, M. Hounsell, A. Silva
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引用次数: 5

Abstract

Augmented Reality (AR) has become a popular technology for both the public and industries. Serious Games (SG) incorporating pedagogical elements for learning, training, or inform. The creation of SG can use AR techniques for their development, with the prospect of new possibilities due to this integration. A Systematic Literature Mapping (SLM) allows a synthesized view of research carried out in the area. The objective of this paper is to present a SLM to identify the state of the art regarding SG with the use of AR, identification of techniques, tools, devices, results, application areas, publication vehicles and main research objectives. It was found that the use of AR in SG is growing in publications, especially at conferences. The SG with AR are mainly puzzles for a player using markers, have been used in curricular education, evaluated the learning and obtained positive results. However, the lack of variety in SG types, areas of application, tools and forms of evaluation was evident.
增强现实与严肃游戏:系统的文献映射
增强现实(AR)已经成为公众和行业的热门技术。严肃游戏(SG)包含学习、训练或信息的教学元素。SG的创建可以使用AR技术进行开发,由于这种整合,具有新的可能性的前景。系统文献映射(SLM)允许在该领域进行的研究的综合视图。本文的目的是提出一个SLM,以识别有关使用AR的SG的最新技术,识别技术,工具,设备,结果,应用领域,出版工具和主要研究目标。研究发现,在出版物中,特别是在会议上,AR在SG中的使用越来越多。带AR的SG主要是用标记为玩家设计的谜题,已经在课程教学中使用,并对学习进行了评价,取得了积极的效果。然而,SG的类型、应用领域、工具和评价形式缺乏多样性是显而易见的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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