2012 IEEE 12th International Conference on Advanced Learning Technologies 2012
DOI: 10.1109/icalt.2012.165
|View full text |Cite
|
Sign up to set email alerts
|

ARTournament: A Mobile Casual Game to Explore Art History

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
8
0

Year Published

2013
2013
2024
2024

Publication Types

Select...
4
3
2

Relationship

1
8

Authors

Journals

citations
Cited by 13 publications
(9 citation statements)
references
References 4 publications
0
8
0
Order By: Relevance
“…In the context of learning about artwork based on a mobile casual game, Froschauer et al [2012] describe ARTournament. By comparing and contrasting artwork, the players successfully gain deeper understanding of concepts related to art history.…”
Section: Related Workmentioning
confidence: 99%
“…In the context of learning about artwork based on a mobile casual game, Froschauer et al [2012] describe ARTournament. By comparing and contrasting artwork, the players successfully gain deeper understanding of concepts related to art history.…”
Section: Related Workmentioning
confidence: 99%
“…Recent studies have argued that CMGs have more positive values than simply just passing time and combatting boredom and loneliness (Chen & Leung, 2016). They can also improve quality of life, social relationships, learning, cultural memory, work and health (Begy, 2017;Cornejo, Hernandez, Tentori, & Favela, 2015;Froschauer et al, 2012;Iversen, 2016;Lin, Wang, & Chou, 2012;Wei & Lu, 2014;Xanthopoulou & Papagiannidis, 2012), among other things. Based on the above discussion, this study proposes utilitarian value and hedonic value as the components of the perceived value that individuals derive from CMGs.…”
Section: Customer Perceived Valuementioning
confidence: 99%
“…During the last few years, there have been many approaches to improve the pedagogy of History through technology, with smartphones and tablets being around for some time [15], [16], just like videogames for learning [17], [18], location-based and virtual reality educational tools [19], [20] and, of course, social networking on top of the traditional sites of the Web 2.0 [21], [22], [23]. We started developing the REENACT system in late 2012 as an approach to bring augmented reality (AR) technologies into the scene as well, aiming to engage groups of people into immersive collective experiences that would make them learn about the prelude, the course and the aftermath of battles and wars with the aid of tactile mobile devices, repositories of multimedia contents and remote experts.…”
Section: The Reenact Systemmentioning
confidence: 99%