Please use this identifier to cite or link to this item: https://doi.org/10.1145/1255047.1255103
DC FieldValue
dc.titleExploring social, cultural and pedagogical issues in AR-gaming through the live LEGO house
dc.contributor.authorPortalés, C.
dc.contributor.authorPerales, C.D.
dc.contributor.authorCheok, A.D.
dc.date.accessioned2014-06-19T03:10:05Z
dc.date.available2014-06-19T03:10:05Z
dc.date.issued2007
dc.identifier.citationPortalés, C.,Perales, C.D.,Cheok, A.D. (2007). Exploring social, cultural and pedagogical issues in AR-gaming through the live LEGO house. ACM International Conference Proceeding Series 203 : 238-239. ScholarBank@NUS Repository. <a href="https://doi.org/10.1145/1255047.1255103" target="_blank">https://doi.org/10.1145/1255047.1255103</a>
dc.identifier.isbn1595936408
dc.identifier.urihttp://scholarbank.nus.edu.sg/handle/10635/70261
dc.description.abstractLive LEGO House (LLH) is an interactive Augmented Reality (AR) environment to explore coexistence and multicultural factors through gaming. The system consists basically of a physical/real house built with the LEGO blocks, which is enriched with different non-physical/virtual multimedia files (sounds, videos and 3D animations), insisting in social, cultural and pedagogical issues that the AR technology can bring for children. Tactile, visual and auditory stimuli are present at the game.
dc.description.urihttp://libproxy1.nus.edu.sg/login?url=http://dx.doi.org/10.1145/1255047.1255103
dc.sourceScopus
dc.subjectAugmented reality
dc.subjectCollaborative
dc.subjectGaming
dc.subjectInteraction
dc.typeConference Paper
dc.contributor.departmentELECTRICAL & COMPUTER ENGINEERING
dc.description.doi10.1145/1255047.1255103
dc.description.sourcetitleACM International Conference Proceeding Series
dc.description.volume203
dc.description.page238-239
dc.identifier.isiutNOT_IN_WOS
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