SearchSkip to Search Results
- 4Gouglas, Sean
- 4Rockwell, Geoffrey
- 2Lucky, Shannon
- 1Blimke, Simeon
- 1Boechler, Patricia
- 1Chu, Man-Wai
- 2Serious Games
- 1Augmented Reality
- 1Collaborative Learning
- 1Commercialization of research
The videogame industry is a considerable market: in 2012, the industry was worth over $86 billion USD and about seventy-two percent of American households play videogames. It is unsurprising, then, that commercial and educational developers and/or researchers have sought to capitalise on...
In his book Humanities Computing, in a chapter fittingly titled \"Discipline,\" Willard McCarty attempts to define the discipline of Humanities Computing by understanding what is happening within the discipline. According to McCarty it is through this understanding that \"we may get to the...
The Campus Mysteries project developed an augmented reality game platform called fAR-Play and a learning game called Campus Mysteries with the platform. This paper reports on the development of the platform, the development of the game, and a assessment of the playability of the game. We conclude...
Introduction: Universities face significant pressures to commercialize and license intellectual property (IP). With declining or stagnant government funding, research offices and education ministries have looked to software licensing and technology transfer as possible avenues to make up these...