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dc.contributor.authorCoulter, Bob
dc.contributor.authorPerry, Judy
dc.contributor.authorKlopfer, Eric
dc.contributor.authorSheldon, Joshua
dc.date.accessioned2017-06-12T12:27:31Z
dc.date.available2017-06-12T12:27:31Z
dc.date.issued2012-08
dc.identifier.isbn9781139031127
dc.identifier.urihttp://hdl.handle.net/1721.1/109781
dc.description.abstractFebruary 12, 2100: Walking down by the river’s shore it is hard to believe that as recently as a hundred years ago this bank of the river was dry l and. Today all of this land is frequently under water as a result of increasingly wild weather events. Looking across the river you see the steady red light on the tower indicating that yet again, rain is in the forecast and people need to be ready to move to higher ground. Traveling back a hundred years as a TimeLab researcher, you are surprised to learn that the risk of flooding was rather low in the past. Concerned for your family and friends, you think it would be great if the river didn’t have to rise – if this land could still be as dry as it was back then. Perhaps that is unrealistic and it is best to use this experience to prepare for still worse conditions in the future. But...perhaps it is possible that you can convince your ancestors to make a few small changes that will make your home in the year 2100 better.... The above scenario is part of the experience that players have during the Augmented Reality (AR) game, TimeLab 2100, developed at MIT as part of a series of research and development initiatives referred to as MITAR. The goal of MITAR is to provide experiences that merge the best of real and virtual in order to engage learners of all ages in games that are engaging, thought provoking, and fun.en_US
dc.language.isoen_US
dc.publisherCambridge University Pressen_US
dc.relation.isversionofhttps://doi.org/10.1017/CBO9781139031127.025en_US
dc.rightsArticle is made available in accordance with the publisher's policy and may be subject to US copyright law. Please refer to the publisher's site for terms of use.en_US
dc.rights.urihttp://creativecommons.org/licenses/by-nc-sa/4.0/en_US
dc.sourceKlopferen_US
dc.titleDiscovering Familiar Placesen_US
dc.typeArticleen_US
dc.identifier.citationCoulter, Bob et al. “Discovering Familiar Places.” Games, Learning, and Society. Ed. Constance Steinkuehler, Kurt Squire, and Sasha Barab. Cambridge: Cambridge University Press, 2012. 327–354.en_US
dc.contributor.departmentMassachusetts Institute of Technology. Computer Science and Artificial Intelligence Laboratoryen_US
dc.contributor.departmentMassachusetts Institute of Technology. Department of Urban Studies and Planningen_US
dc.contributor.departmentMassachusetts Institute of Technology. Institute for Data, Systems, and Societyen_US
dc.contributor.departmentProgram in Media Arts and Sciences (Massachusetts Institute of Technology)en_US
dc.contributor.approverKloper, Ericen_US
dc.contributor.mitauthorKlopfer, Eric
dc.contributor.mitauthorSheldon, Joshua
dc.relation.journalGames, Learning, and Societyen_US
dc.eprint.versionAuthor's final manuscripten_US
dc.type.urihttp://purl.org/eprint/type/BookItemen_US
eprint.statushttp://purl.org/eprint/status/NonPeerRevieweden_US
dspace.orderedauthorsCoulter, Bob; Klopfer, Eric; Sheldon, Josh; Perry, Judyen_US
dspace.embargo.termsNen_US
mit.licenseOPEN_ACCESS_POLICYen_US
mit.metadata.statusComplete


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