Abstract
In this paper, we present a toolkit that aims at facilitating the design and implementation of serious games played in cross-reality environments. This type of systems interconnects a physical space with a virtual world. Its use as a platform for serious games will open the door to the design of collaborative learning experiences based on games played simultaneously by real and virtual players. However, due the wide range of technologies they require to integrate, their implementation could be complex and expensive. The toolkit aims at lowering the cost of building cross-reality serious games, so that the opportunities that this type of artefacts might offer in educational contexts can be more easily explored.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Lifton, J., Laibowitz, M., Harry, D., Gong, N.: Metaphor and manifestation-cross-reality with ubiquitous sensor/actuator networks. IEEE Pervasive Comput. 8, 24–33 (2009)
Reilly, D., Rouzati, H., Wu, A., Yeon Hwang, J., Brudvik, J, Keith Edwards, W.: Twinspace: an infrastructure for cross-reality team spaces. In: Proceedings of the 23rd Annual ACM Symposium on User Interface Software and Technology, pp. 119–128. ACM (2010)
Peña-Ríos, A., Callaghan, V., Gardner, M., Alhaddad, M.: Remote mixed reality collaborative laboratory activities: Learning activities within the interreality portal. In: Proceedings of the 2012 IEEE/WIC/ACM International Joint Conferences on Web Intelligence and Intelligent Agent Technology, vol. 03, pp. 362–366. IEEE Computer Society (2012)
Paradiso, J.A., Landay, J.A.: Guest editors’ introduction: cross-reality environments. IEEE Pervasive Comput. 8(3), 14–15 (2009)
Winn, W.: A conceptual basis for educational applications of virtual reality. Technical Publication R-93-9, Human Interface Technology Laboratory of the Washington Technology Center, University of Washington, Seattle (1993)
Chen, G.-D., Chao, P.-Y.: Augmenting traditional books with context-aware learning supports from online learning communities. J. Educ. Technol. Soc. 11(2), 27–40 (2013)
Lindgren, R., Johnson-Glenberg, M.: Emboldened by embodiment: six precepts for research on embodied learning and mixed reality. Educ. Res. 42(8), 445–452 (2013)
Hwang, G-J., Yang, T-C., Tsai, C-C., Yang, S-JH.: A context-aware ubiquitous learning environment for conducting complex science experiments. Comput. Educ. 53(2), 402–413 (2009)
Klopfer, E., Squire, K.: Environmental detectives—the development of an augmented reality platform for environmental simulations. Educ. Technol. Res. Develop. 56(2), 203–228 (2008)
Lifton, J., Laibowitz, M., Harry, D., Gong, N., Mittal, M., Paradiso, J.: Metaphor and manifestation cross-reality with ubiquitous sensor/actuator networks. IEEE Pervasive Comput. 8(3), 24–33 (2009)
Fusté, A., Amores, J., Perdices, S., Ortega, S., Miralles, D.: LSInvaders: cross reality environment inspired by the arcade game space invaders. In: ACM/IEEE International Conference on Human-Robot Interaction, p. 399 (2013)
Bellucci, A., Zarraonandia, T., Díaz, P., Aedo, I.: End-user prototyping of cross-reality environments. In: Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction, pp. 173–182. ACM, March 2017
Zarraonandia, T., Diaz, P., Aedo, I.: Using combinatorial creativity to support end-user design of digital games. Multimedia Tools Appl. 76(6), 9073–9098 (2017)
Zarraonandia, T., Diaz, P., Aedo, I., Ruiz, M.R.: Designing educational games through a conceptual model based on rules and scenarios. Multimedia Tools Appl. 74(13), 4535–4559 (2015)
Carvalho, M.B., et al.: An activity theory-based model for serious games analysis and conceptual design. Comput. Educ. 87, 166–181 (2015)
Acknowlegments
This work is supported by the project CREAx funded by the Spanish Ministry of Science and Innovation (TIN2014-56534-R).
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2019 Springer Nature Switzerland AG
About this paper
Cite this paper
Zarraonandia, T., Díaz, P., Santos, A., Montero, Á., Aedo, I. (2019). A Toolkit for Creating Cross-Reality Serious Games. In: Gentile, M., Allegra, M., Söbke, H. (eds) Games and Learning Alliance. GALA 2018. Lecture Notes in Computer Science(), vol 11385. Springer, Cham. https://doi.org/10.1007/978-3-030-11548-7_28
Download citation
DOI: https://doi.org/10.1007/978-3-030-11548-7_28
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-11547-0
Online ISBN: 978-3-030-11548-7
eBook Packages: Computer ScienceComputer Science (R0)