数字娱乐的COMPASS框架:讨论童子军的增强现实活动

M. Santos, D. Rompapas, Yoshinari Nishiki, Takafumi Taketomi, Goshiro Yamamoto, C. Sandor, H. Kato
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引用次数: 1

摘要

由于分析工具有限,观察娱乐活动具有挑战性,尤其是观察儿童。作为回应,我们提出了一个改进的娱乐计算框架,COMPASS——结合心理、身体、社会和空间因素,我们用它来分析幼童军的增强现实活动。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The COMPASS Framework for Digital Entertainment: Discussing Augmented Reality Activities for Scouts
Entertainment is challenging to observe, especially with children, due to limited analytical tools. In response, we present a modified framework for entertainment computing, COMPASS -- COmbined Mental, PhysicAl, Social and Spatial factors, which we use to analyze augmented reality activities for cub scouts.
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