Skip to main content

Design Patterns for Augmented Reality Learning Games

  • Conference paper
  • First Online:
Games and Learning Alliance (GALA 2017)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 10653))

Included in the following conference series:

Abstract

Augmented Reality (AR) is expected to receive a major uptake with the recent availability of high quality wearable AR devices such as Microsoft’s Hololens. However, the design of interaction with AR applications and games is still a field of experimentation and upcoming innovations in sensor technology provide new ways. With this paper, we aim to provide a step towards the structured use of design patterns for sensor-based AR games, which can also inform general application development in the field of AR.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Lamantia, J.: Inside Out: Interaction Design for Augmented Reality

    Google Scholar 

  2. Papagiannakis, G., Singh, G., Magnenat-Thalmann, N.: A survey of mobile and wireless technologies for augmented reality systems (2008)

    Google Scholar 

  3. FitzGerald, E., Ferguson, R., Adams, A., Gaved, M., Mor, Y., Thomas, R.: Augmented reality and mobile learning: the state of the art. Int. J. Mob. Blended Learn. 5, 43–58 (2013)

    Article  Google Scholar 

  4. Calo, R., Denning, T., Friedman, B., Kohno, T., Magassa, L., McReynolds, E., Newell, B.C., Roesner, F., Woo, J.: Augmented Reality: A Technology and Policy Primer (2015)

    Google Scholar 

  5. Ternier, S., de Vries, F., Börner, D., Specht, M.: Mobile Augmented Reality with Audio. In: Cerone, A., Persico, D., Fernandes, S., Garcia-Perez, A., Katsaros, P., Shaikh, S.A., Stamelos, I. (eds.) SEFM 2012. LNCS, vol. 7991, pp. 53–63. Springer, Heidelberg (2014). https://doi.org/10.1007/978-3-642-54338-8_4

    Google Scholar 

  6. Benko, H., Holz, C., Sinclair, M., Ofek, E.: NormalTouch and texturetouch : high-fidelity 3d haptic shape rendering on handheld virtual reality controllers. In: Proceedings of the 29th Annual Symposium on User Interface Software and Technology, pp. 717–728. ACM (2016)

    Google Scholar 

  7. Johnson, L., Smith, R., Willis, H., Levine, A., Haywood, K.: The 2011 Horizon Report. The New Media Consortium, Austin (2011)

    Google Scholar 

  8. Munnerley, D., Bacon, M., Wilson, A., Steele, J., Hedberg, J., Fitzgerald, R.: Confronting an augmented reality. Res. Lern. Technol. 20, 39–48 (2012)

    Google Scholar 

  9. You, S., Neumann, U.: Fusion of Vision and Gyro Tracking for Robust Augmented Reality Registration (2001)

    Google Scholar 

  10. Wetzel, R., McCall, R., Braun, A.-K., Broll, W.: Guidelines for designing augmented reality games. In: Proceedings of the 2008 Conference on Future Play: Research, Play, Share, pp. 173–180 (2008)

    Google Scholar 

  11. Schall, G., Wagner, D., Reitmayr, G., Taichmann, E., Wieser, M., Schmalstieg, D., Hofmann-Wellenhof, B.: Global pose estimation using multi-sensor fusion for outdoor augmented reality. In: Proceedings of the 2009 8th IEEE International Symposium on Mixed and Augmented Reality, pp. 153–162 (2009)

    Google Scholar 

  12. Furmanski, C., Azuma, R.T., Daily, M.: Augmented-reality visualizations guided by cognition: perceptual heuristics for combining visible and obscured information. In: Proceedings of the International Symposium on Mixed and Augmented Reality (ISMAR 2002), IEEE (2002)

    Google Scholar 

  13. Spatial mapping. https://developer.microsoft.com/en-us/windows/holographic/spatial_mapping

  14. Borchers, J.O.: A pattern approach to interaction design. AI Soc. 15, 359–376 (2001)

    Article  Google Scholar 

  15. Björk, S., Lundgren, S., Holopainen, J.: Game design patterns. In: Level Up: Digital Games Research Conference 2003 (2003)

    Google Scholar 

  16. Wetzel, R.: A Case for Design Patterns supporting the Development of Mobile Mixed Reality Games. Found. Digit. Games (2013). http://www.fdg2013.org/program/workshops/papers/DPG2013/b6-wetzel.pdf. Accessed 13 Nov 2017

  17. Henderson, S.J., Feiner, S.: Evaluating the benefits of augmented reality for task localization in maintenance of an armored personnel carrier turret. In: IEEE International Symposium on Mixed and Augmented Reality 2009, pp. 135–144. IEEE (2009)

    Google Scholar 

  18. Olshannikova, E., Ometov, A., Koucheryavy, Y., Olsson, T.: Visualizing big data with augmented and virtual reality: challenges and research agenda. J. Big Data 2, 1–27 (2015)

    Article  Google Scholar 

  19. Niantic: Pokémon GO. Game [Android], 6 July 2016. Niantic, San Francisco, CA (2016). Played August 2016

    Google Scholar 

  20. Niantic: Ingress. Game [Android], 14 December 2013. Niantic, San Francisco, CA (2013). Played July 2016

    Google Scholar 

  21. Kors, M.J.L., Ferri, G., van der Spek, E.D., Ketel, C., Schouten, B.A.M.: A Breathtaking journey. In: Proceedings of 2016 Annual Symposium on Computer Interaction Play - CHI Play 2016, pp. 91–104 (2016)

    Google Scholar 

  22. Specht, M., Ternier, S., Greller, W.: Dimensions of mobile augmented reality for learning: a first inventory. J. Res. Cent. Educ. Technol. 7, 117–127 (2011)

    Google Scholar 

  23. Schmitz, B., Klemke, R., Specht, M.: Mobile Gaming Patterns and Their Impact on Learning Outcomes: A Literature Review. In: Ravenscroft, A., Lindstaedt, S., Kloos, C.D., Hernández-Leo, D. (eds.) EC-TEL 2012. LNCS, vol. 7563, pp. 419–424. Springer, Heidelberg (2012). https://doi.org/10.1007/978-3-642-33263-0_37

    Chapter  Google Scholar 

  24. Dunleavy, M.: Design principles for augmented reality learning. TechTrends 58, 28–34 (2014)

    Article  Google Scholar 

  25. Antonaci, A., Klemke, R., Specht, M.: Towards Design Patterns for Augmented Reality Serious Games. In: Brown, Tom H., van der Merwe, Herman J. (eds.) mLearn 2015. CCIS, vol. 560, pp. 273–282. Springer, Cham (2015). https://doi.org/10.1007/978-3-319-25684-9_20

    Chapter  Google Scholar 

  26. McGee, K.: Patterns and computer game design innovation. In: Proceedings of the 4th Australasian Conference on Interactive Entertainment, RMIT University (2007)

    Google Scholar 

  27. Björk, S., Holopainen, J.: Patterns in Game Design (2005)

    Google Scholar 

  28. Kreimeier, B.: The Case For Game Design Patterns (2002)

    Google Scholar 

  29. Zagal, J.P., Mateas, M., Fernández-Vara, C., Hochhalter, B., Lichti, N.: Towards an ontological language for game analysis. In: Proceedings of DiGRA 2005 Conference, pp. 3–14 (2005)

    Google Scholar 

  30. Carvalho, M.B., Bellotti, F., Berta, R., De Gloria, A., Sedano, C.I., Hauge, J.B., Hu, J., Rauterberg, M.: An activity theory-based model for serious games analysis and conceptual design. Comput. Educ. 87, 166–181 (2015)

    Article  Google Scholar 

  31. Schmitz, B., Klemke, R., Specht, M.: An analysis of the educational potential of augmented reality games for learning. In: Specht, M., Multisilta, J. (eds.) Proceedings of the 11th International Conference on Mobile and Contextual Learning 2012, pp. 140–147. Helsinki, Finland (2011)

    Google Scholar 

  32. Sharma, P., Wild, F., Klemke, R., Helin, K., Azam, T.: D3.1 Requirement analysis and sensor specifications – First version (2016)

    Google Scholar 

  33. Azuma, R.T., Baillot, Y., Behringer, R., Feiner, S., Julier, S., MacIntyre, B.: Recent advances in augmented reality. IEEE Comput. Graph. Appl. 21, 34–47 (2001)

    Article  Google Scholar 

  34. Klemke, R., Limbu, B., Rasool, J.: WEKIT Framework & Training Methodology – First version (2016)

    Google Scholar 

  35. Ternier, S., Klemke, R., Kalz, M., Specht, M.: ARLearn augmented reality meets augmented virtuality. J. Univ. Comput. Sci. Technol. Learn. Across Phys. Virtual Spaces 18, 2143–2164 (2012). [Special issue]

    Google Scholar 

  36. Microsoft: HoloToolkit. https://github.com/Microsoft/HoloToolkit

Download references

Acknowledgments

Parts of this work were supported by the European Commission under the Horizon 2020 Programme under grant agreement No 687669 (WEKIT).

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Roland Klemke .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2017 Springer International Publishing AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Emmerich, F., Klemke, R., Hummes, T. (2017). Design Patterns for Augmented Reality Learning Games. In: Dias, J., Santos, P., Veltkamp, R. (eds) Games and Learning Alliance. GALA 2017. Lecture Notes in Computer Science(), vol 10653. Springer, Cham. https://doi.org/10.1007/978-3-319-71940-5_15

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-71940-5_15

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-71939-9

  • Online ISBN: 978-3-319-71940-5

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics