Capture the Flag: Mixed-Reality Social Gaming with Smart Phones.
Adrian David CheokAnuroop SreekumarLei CaoLe Nam ThangPublished in: IEEE Pervasive Comput. (2006)
Keyphrases
- mixed reality
- smart phones
- mobile devices
- mobile phone
- augmented reality
- virtual world
- touch screen
- distance learning
- mobile applications
- handheld devices
- virtual environment
- intelligent environments
- digital museum
- tablet computers
- computer generated imagery
- android platform
- computer games
- educational games
- mobile learning
- end users
- tablet pc
- learning algorithm
- learning activities
- three dimensional
- artificial intelligence