2018
DOI: 10.3390/computers7010019
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Mobile Educational Augmented Reality Games: A Systematic Literature Review and Two Case Studies

Abstract: Augmented reality (AR) has evolved from research projects into mainstream applications that cover diverse fields, such as entertainment, health, business, tourism and education. In particular, AR games, such as Pokémon Go, have contributed to introducing the AR technology to the general public. The proliferation of modern smartphones and tablets with large screens, cameras, and high processing power has ushered in mobile AR applications that can provide context-sensitive content to users whilst freeing them to… Show more

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Cited by 95 publications
(97 citation statements)
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References 59 publications
(155 reference statements)
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“…In fact, there even exist AR toolkits (e.g., ARIS, Augment, Aurasma, Blibbar and Layar) that enable the creation of full MAR experiences without programming skills [3]. Consequently, in the wake of the success of Pokémon Go, the number of published MAR applications is soaring, but research is needed to determine to what extent they engage users emotionally.…”
Section: Discussionmentioning
confidence: 99%
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“…In fact, there even exist AR toolkits (e.g., ARIS, Augment, Aurasma, Blibbar and Layar) that enable the creation of full MAR experiences without programming skills [3]. Consequently, in the wake of the success of Pokémon Go, the number of published MAR applications is soaring, but research is needed to determine to what extent they engage users emotionally.…”
Section: Discussionmentioning
confidence: 99%
“…The interaction in the first and second case studies was based on a touch-based user interface, which is a typical approach in MAR applications [3]. Table 6.…”
Section: Natural Interactionmentioning
confidence: 99%
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