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dc.contributor.authorBoletsis, Costas
dc.contributor.authorMcCallum, Simon
dc.date.accessioned2018-02-09T13:14:36Z
dc.date.available2018-02-09T13:14:36Z
dc.date.created2017-06-11T23:31:47Z
dc.date.issued2017
dc.identifier.isbn978-3-319-60921-8
dc.identifier.urihttp://hdl.handle.net/11250/2483754
dc.description.abstractIn this work, we present a case study, examining the design, development, and evaluation of an Augmented Reality serious game for cognitive screening (namely Smartkuber), which aims to provide reliable and motivating cognitive screening for the elderly. This case study can be of interest for the game designers and researchers, allowing them to build on previous experiences and lessons learned. Smartkuber’s development process took place in four stages: (1) analysing the state of the art and defining characteristics, (2) setting up and examining the interaction method, (3) adding and evaluating the game content, and (4) evaluating cognitive screening performance and future direction. The “lessons learned” around the design and development of serious games for cognitive screening are discussed, with focus on Augmented Reality, interaction, test validity, and game motivation aspects.nb_NO
dc.language.isoengnb_NO
dc.publisherSpringernb_NO
dc.relation.ispartofAugmented Reality, Virtual Reality, and Computer Graphics - 4th International Conference, AVR 2017, Ugento, Italy, June 12-15, 2017, Proceedings, Part I
dc.relation.urihttp://dx.doi.org/10.1007/978-3-319-60922-5_36
dc.titleThe Smartkuber Case Study: Lessons Learned from the Development of an Augmented Reality Serious Game for Cognitive Screeningnb_NO
dc.typeChapternb_NO
dc.description.versionacceptedVersionnb_NO
dc.source.pagenumber457-472nb_NO
dc.identifier.doi10.1007/978-3-319-60922-5_36
dc.identifier.cristin1475188
dc.description.localcodeThis is a post-peer-review, pre-copyedit version of an article published in [International Conference on Augmented Reality, Virtual Reality and Computer Graphics]. Locked until 8.6.2018 due to copyright restrictions. The final authenticated version is available online at: https://link.springer.com/chapter/10.1007%2F978-3-319-60922-5_36nb_NO
cristin.unitcode194,18,21,70
cristin.unitnameNorwegian Media Technology Lab
cristin.ispublishedtrue
cristin.fulltextoriginal
cristin.fulltextpostprint
cristin.qualitycode1


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