{"title":"增强现实与严肃游戏:系统的文献映射","authors":"Marco Aurelio Pellens, M. Hounsell, A. Silva","doi":"10.1109/SVR.2017.37","DOIUrl":null,"url":null,"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.","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":"{\"title\":\"Augmented Reality and Serious Games: A Systematic Literature Mapping\",\"authors\":\"Marco Aurelio Pellens, M. Hounsell, A. Silva\",\"doi\":\"10.1109/SVR.2017.37\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":371182,\"journal\":{\"name\":\"2017 19th Symposium on Virtual and Augmented Reality (SVR)\",\"volume\":\"24 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-11-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"5\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2017 19th Symposium on Virtual and Augmented Reality (SVR)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/SVR.2017.37\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SVR.2017.37","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Augmented Reality and Serious Games: A Systematic Literature Mapping
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.