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2011 | OriginalPaper | Chapter

4. Social Gaming and Learning Applications: A Driving Force for the Future of Virtual and Augmented Reality?

Authors : Ralf Dörner, Benjamin Lok, Wolfgang Broll

Published in: Virtual Realities

Publisher: Springer Vienna

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Abstract

Backed by a large consumer market, entertainment and education applications have spurred developments in the fields of real-time rendering and interactive computer graphics. Relying on Computer Graphics methodologies, Virtual Reality and Augmented Reality benefited indirectly from this; however, there is no large scale demand for VR and AR in gaming and learning. What are the shortcomings of current VR/AR technology that prevent a widespread use in these application areas? What advances in VR/AR will be necessary? And what might future “VR-enhanced” gaming and learning look like? Which role can and will Virtual Humans play? Concerning these questions, this article analyzes the current situation and provides an outlook on future developments. The focus is on social gaming and learning.

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Metadata
Title
Social Gaming and Learning Applications: A Driving Force for the Future of Virtual and Augmented Reality?
Authors
Ralf Dörner
Benjamin Lok
Wolfgang Broll
Copyright Year
2011
Publisher
Springer Vienna
DOI
https://doi.org/10.1007/978-3-211-99178-7_4