@inbook{dc1d871ca21d4d7396b6ca2120c6e380,
title = "Gamification in informal education environments: a case study",
abstract = "Technology is part of museography and heritage (Rodr{\'i}guez S{\'a}nchez 2012). Particularly, technologies based on visual and graphical computing such as Virtual Reality, Mixed Reality, Video games and their interactive capabilities are used to present sciences, ancient cultures and artefacts, in a way they become accessible through a variety of computing devices using diverse software applications (Sundstedt et al. 2004; Hemminger et al. 2004; Herbst et al. 2008; Horn et al. 2012; Pillat et al. 2012). Virtual Reality allows visitors to explore multiple spaces and to observe and interact with virtual replicas of valuable artefacts within an immersive realistic digital environment (Hemminger et al. 2004). Mixed Reality brings the experience from a single screen to the three dimensional space, augmenting perception of reality by combining the visualisation or real and virtual objects and aiding location and navigation (Mata et al. 2011; De B{\'e}rigny Wall and Wang 2008). ",
keywords = "Cane Toad, Virtual Reality, Video Game, Migratory Bird, Mixed Reality",
author = "Prakash, \{Edmond C.\} and Madhusudan Rao",
year = "2015",
month = aug,
day = "7",
doi = "10.1007/978-3-319-18699-3\_5",
language = "English",
isbn = "9783319186986",
series = "Transforming Learning and IT Management through Gamification",
publisher = "Springer",
pages = "73--97",
editor = "Prakash, \{Edmond C. \} and Rao, \{Madhusudan \}",
booktitle = "Transforming Learning and IT Management through Gamification",
address = "Germany",
}