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  <front>
    <journal-meta>
      <journal-id journal-id-type="nlm-ta">ierek press</journal-id>
      <journal-id journal-id-type="publisher-id">10.21625</journal-id>
      <journal-title>The Academic Research Community publication</journal-title><issn pub-type="ppub">2537-0154</issn><issn pub-type="epub">2537-0162</issn><publisher>
      	<publisher-name>ierek press</publisher-name>
      </publisher>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="doi">10.21625/archive.v5i1.811</article-id>
      <article-categories>
        <subj-group subj-group-type="heading">
          <subject>Research Article</subject>
        </subj-group>
        <keywords><keyword>serious game</keyword><keyword>civic engagement</keyword><keyword>game design</keyword><keyword>smart citizen</keyword></keywords>
      </article-categories>
      <title-group>
        <article-title>A New Framework of Urban Serious Game to Empower the Smartness of Citizens</article-title></title-group>
      <contrib-group><contrib contrib-type="author">
	<name name-style="western">
	<surname>Lin</surname>
		<given-names>Yang</given-names>
	</name>
	<aff>Department of Architecture and Design, Politecnico di Torino, Torino, Italy</aff>
	</contrib><contrib contrib-type="author">
	<name name-style="western">
	<surname>Lin</surname>
		<given-names>Chuanwei</given-names>
	</name>
	<aff>School of Cyber Engineering, Aarhus University, Aarhus, Denmark</aff>
	</contrib></contrib-group>		
      <pub-date pub-type="ppub">
        <month>10</month>
        <year>2021</year>
      </pub-date>
      <pub-date pub-type="epub">
        <day>28</day>
        <month>10</month>
        <year>2021</year>
      </pub-date>
      <volume>5</volume>
      <issue>1</issue>
      <permissions>
        <copyright-statement>© 2021 The Authors. Published by IEREK press. This is an open access article under the CC BY license (https://creativecommons.org/licenses/by/4.0/).</copyright-statement>
        <copyright-year>2021</copyright-year>
        <license license-type="open-access" xlink:href="http://creativecommons.org/licenses/by/2.5/"><p>This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.</p></license>
      </permissions>
      <related-article related-article-type="companion" vol="2" page="e235" id="RA1" ext-link-type="pmc">
			<article-title>A New Framework of Urban Serious Game to Empower the Smartness of Citizens</article-title>
      </related-article>
	  <abstract abstract-type="toc">
		<p>
			With the Smart City concept gaining momentum around the world in recent years, Information and Communication Technologies (ICTs) have become increasingly popular and indispensable. However, existing criticisms claim that, in addition to Technology, the smartness of citizens should also be emphasized. In other words, it is essential to enable citizens to become involved in their cities as stakeholders. In this paper, a game-based approach to facilitate the involvement of citizens in civic life is taken. By analyzing some popular digital video games, Augmented Reality (AR) and theories from socialists and psychologists, a new Urban-gaming framework is built, which could be used for data collection, decision-making and other urban issues.
		</p>
		</abstract>
    </article-meta>
  </front>
  <body><sec>
			<title>1. Intoduction</title>
				<p >The Smart City terminology was firstly used during the
global economy phenomenon of 1992 (Gibson, Kozmetsky &amp; Smilor). With the
spread of this notion, various definitions have emerged over the last decades.
Generally, the concept can be summarized in three main approaches: (1) A
data-driven approach with a strong emphasis on “hardware”. For example, Cisco
defined Smart Cities as those adopting “scalable solutions that take advantage
of information and communications technology (ICT) to increase efficiencies,
reduce costs, and enhance the quality of life” (BIS, 2013). (2) A
Citizen-focused approach that sheds a light on human capital, as announced by
the Manchester Digital Development agency: “a ‘Smart City’ means ‘smart
citizens’ – where citizens have all the information they need to make informed
choices about their lifestyle, work, and travel options”[1]
. (3) An integrated approach that puts the weight on both qualities, ensuring
the integration between technology and social capital (Campbell, 2012).</p><p >However, in recent times, Smart city visions have
received wide criticism (Greenfield, 2013; Hemment &amp;Townsend, 2013).
Citizens debate whether the city life and the urban experience are about
control, efficiency, and predictability. The tech city, which uses CCTV and
algorithms, has been turned into a place of pervasive control and surveillance
(de Lange, 2015). It is worth noting that a human-focused approach is implied
by the core definition of a Smart City and that the use of a technology that
neglects the contribution of its citizens, viewing humanity only as data, could
inflict negative effects on urban life. To address this shortcoming, it is essential to enable citizens to become stakeholders.
Habitants need to devise solutions, acquire new skills, through online
learning, to become smarter citizens. As a result, a more direct form of local
democracy shall exist (Willets D, 2014).
</p><p >So, how can citizens become more engaged in civic life?
In this paper, a game is proposed to address the problem as well as encourage
people’s enthusiasm. From a historical perspective, games represent an integral
part of urban practices since ancient times. Ancient Romans, back in 80 AD in
Italy, enjoyed nothing more than a day at the circus, watching chariot races,
gladiator fights, and even miniature novel battles. The Roman Colosseum was one
of the most famous, a giant amphitheater with an arena that hosted these games,
demonstrates the inherent play-instinct in Homo sapiens for thousands of years.
Huizinga (1939) suggests that play is a necessary condition of the generation
of culture, further explaining that it “produces many of the fundamental forms
of social life”. Within the urban experience, play is an activity that is
considered “fun, voluntary, intrinsically motivated, incorporates free
choices/free will, offers escape, and is fundamentally exciting” (Flanagan,
2009). The form of play in an urban environment could be determined to be a
mixed urban game that integrates, both, the physical and the virtual
environment “within a comprehensibly experienced perceptual game world”
(Walther 2005). Players hold the ability to transform how we live in cities and
places.</p>







<p >[1] City Verve: Co-creating a Smart City blueprint, https://futureeverything.org/project/entry/co-creating-a-smart-city-blueprint/</p>




			</sec><sec>
			<title>2. Learning from the Digital Game</title>
				<p >Digital games, an interactive entertainment program, is
enjoyed by people as players get the chance to express themselves throughout
the process. At the same time, games may influence human habitual behaviors and
knowledge and have been discovered to have potential for future uses. Recently,
more and more cases show that some digital games could contribute to process of
Urban Planning alongside local governments and citizens.</p><p >One of these games is SimCity, first published by
maxis in 1989, where players are given an map and are able to build their
cities with the budget provided. This game has gained the government’s
attention in gathering ideas and making decisions during recent years. In October
of 2019, the government of Takahama in Japan made a special announcement in
association, with Spike Chunsoft[1] for cities: skylines, to celebrate the 50th
anniversary of the local administration-system in 2020. They had hosted a
competition, for participants aged 10 to 50 years old[2],
with the theme of creating the ideal form of the city in a visual game.
Similarly, the city of Hameenlinna in Finland held a City Planning Contest
using this game, in 2016, to get citizens interested in seeking solutions for
the Kantola and Katuman areas[3]. During
that same year, the game helped bring forth new development in Stockholm,
Sweden, by building a mock-up, within the game, of the royal seaport to let
citizens contribute with their own ideas.[4]
Another internationally known game is Minecraft, which was first created
by Marcus Persson in May of 2009. It could be described as a creative “sandbox”
game where the players build structures, using 1x1 meter cubes as building
parts, in a Three-Dimensional (3D) world. This game was used, in 2012, by
UN-habitat in the development of public space and is known as Block by Block
workshop[5].
Held in different countries around the world, the workshop bridges the gap
between citizens and policymakers and addresses problems such as the refugee
crisis, climate change, safety etc.[6] </p><p >Moreover, these games, which had been useful for and
collaborate with the local government, still have more potential and leave room
for other possibilities when it comes to simulation and planning. Included in
this list are games such as: Animal Crossing, Tropico 6, the Settlers,
Age of Empires, and the Sims 4. To conclude, four different
quadrants make up those digital games: A world map, architectural element,
character (or a role) and community (relationship).</p><p >(1) A world map is represents a basic element and an
essential part of most digital games. For example, the inspiration for SimCity
came from a feature of the game Raid on Bungeling Bay [7]
that allowed Will Wright[8]
to create his own maps as part of the development process. Wright soon found
that he enjoyed creating maps more than playing the actual game, and so the
idea for SimCity was born[9]. In another
game, the Animal Crossing, players are provided several maps of isolated
lands to choose at the beginning, then, they could build their private house,
museums and meet new characters in the game. Similarly, in Tropico 6,
players are given the right to personalize their map, including the size of the
island, shape, and its natural resources. In the Edge of Chaos, the map
elements are more vibrant, where players could control the army, execute
military development plans and strategize for battles.</p><p >(2) Architecture represents another necessary element for
constructing a physical world in games. In Minecraft, players cannot
only build a fantasy world in a free form, but they can also duplicate almost
all famous buildings that exist in the real world. The game’s rich
architectural elements potentially make it a serious design tool. Even for
architects, Minecraft could be used as a computer-aided design tool. In Cities:
Skylines, a modern take of SimCity, more subtle options are
available where players need to consider the arrangement of infrastructures
such as electric wires and water pipes, the difference between high and
low-density houses, and the use of various grades of roads. On the other hand,
this game focuses on the concept of community in the sense that players can use
the main roads as boundaries and branch roads, or small roads, to create
smaller communities. This represents the main feature of the game and is
considered Urban Planning that resembles that of the real world. </p><p >(3) The characters of the players represent a major
determinant as to whether it would attract potential gamers or users. In SimCity,
players can become mayors, build up a new city from scratch, or manage an
existing city and save it from a natural disaster or a nuclear power plant accident.
In another game, specifically Sims 4, the roles differ where players
start their journeys by creating virtual characters, known as “sims”, place
them in houses and help improve their moods and satisfy their desires. In Age
of Empires, a famous Microsoft game, players could choose to be soldiers,
generals or even kings as well as experience historical events and ancient
times, such as the Stone Age, and classical periods around Europe, Africa, and
Asia.</p><p >(4) A connection between the players is essential in
letting them the users stay in the game. Building a relationship between
players and their characters in a common community will ensure that. However, the
community could be created and represented in different forms. In Settlers,
there are many unions players can be part of, share their experiences and
exchange tasks. The connection is different in Animal Crossing where
players are required to get the agreement of their friends in real life in
order to be able to visit them in the game and fly over to the islands where
they reside.</p>







<p >[1] https://www.spike-chunsoft.co.jp/cities_skylines/</p>





<p >[2] https://doope.jp/2019/1095774.html</p>





<p >[3] https://www.rappler.com/technology/news/123474-finland-hameenlinna-cities-skylines-planning-contest</p>





<p >[4] https://www.bbc.com/news/av/39200838/video-game-cities-skylines-helps-plan-stockholm-development</p>





<p >[5] https://www.blockbyblock.org/</p>





<p >[6] https://news.un.org/en/story/2020/01/1056432</p>





<p >[7] A 2D game within theshooter
subgenrein theaction genre.</p>





<p >[8] An American video game designer and co-founder of the former game
development company Maxis, and then part of Electronic Arts (EA).</p>





<p >[9] Geoff
Keighley."Simply Divine". Archived fromthe originalon
January 10, 2010. RetrievedJune 7,2008.</p>




			</sec><sec>
			<title>3. Learning from an AR game</title>
				<p >In the field of Urban Design, Augmented Reality (AR) could
contribute to improving public participation and social acceptance. According
to a survey on AR, it was found that AR, as a system, has three characteristics
(Azuma, 1997). First, it combines the real and virtual and users can choose to
view the real world and virtual objects in their viewing. The second
characteristic is that it is real-time interactive. Third, virtual objects are
registered and viewed in three-dimension, similar to what is seen in the real
world. With these characteristics and the popularization of smartphones, it is
possible for governments and designers to involve more participants in tackling
Urban Issues. Users can experience a virtual simulation identical to their
real-life surroundings, acquire additional information through applications
available on their personal devices, as well as give their feedback
effectively.</p><p >There have been some cases that highlight the value of AR-based
programs that make way for an effective and collaborative relationship between
developers, governments, citizens, and other parties in urban design projects.
For example, in a Wind Farm planning project, a 3D dynamic and interactive
visualization platform that is AR-based was used, where wind energy planners
were supported, and as new wind power projects became socially acceptable (Grassi,
2016). The platform helps users experience the visual impact of wind energy
projects from different perspectives as well as gain a deeper understanding of
the impact of wind energy projects on the landscape, enhance public support for
the project, avoid direct conflicts due to limited access to information, and
reduce development time and investment risk. Additionally, the developed
platform can be applied to any area and to any scale of wind farms, hereby overcoming
the preconceived image often used in producing visual effects and resulting
from very limited perspectives. Moreover, this platform can also be widely used
in the development of large-scale neighborhood facilities, specifically during
phases where community participation is needed. </p><p >Aside from decision making, urban games that utilize AR could
present people with a reason and opportunity to explore their cities and
establish a unique relationship with their surroundings. In Pokémon GO,
players can submit information on new
locations to create new Pokéstops. These locations need to have a certain
cultural, historic, or artistic significance, which is then recorded by GPS.
This process allows players to consider the ways in which they are able to use
public places such as streets and parks. The Pokémon GO game also creates
a virtual online community that uses actual maps, which is practical and open
in many ways. The same company that came up with Pokémon GO, Ingress
Prime[1],
created another Augmented Reality game known as NIANTIC[2],
which also encourages players to go out and explore the city. This game is
based on a science fiction story where a user can choose to become on either side
of opposing groups. Consumers are usually walking or driving around the urban
environment and try to hack Portals, representing public locations or
buildings. These portals are owned by gamers on the same team and can be linked
–under certain circumstances –to control fields, which represents the objective
of the game. These activities can surely strengthen the relationship between
the citizens and the urban environment.</p><p >We may conclude that AR not only holds the ability to enrich
design stages, but they can also bring about the entertainment element to the
citizen experience with their urban environments. The AR technology retains the
ability to strengthen the interaction between humans and the physical world. A
relationship that should be embraced to develop a new and comprehensive urban
gaming system. </p>







<p >[1] https://ingress.com/game/</p>





<p >[2] Niantic, Inc. is an American software development company based in
San Francisco, which is best known for developing the augmented reality mobile
games.</p>




			</sec><sec>
			<title>4. Designing a Serious Game for Civic Engagement</title>
				<p >1.1.
A New Framework for the Playful
Civic Game</p><p >What can we learn from those digital and AR games? How
can these principles be used to design a new game that empowers citizens and
encourages their engagement? The posed questions leave behind an urgency to
propose a serious game; a concept described by Abt (1970), “these games have an
explicit and carefully thought out educational purpose and are not intended to
be played primarily for amusement”, but could also add to the government’s and
citizens’ knowledge.</p><p >In order to create a dynamic civic life, we must
strengthen the use of 3D and playable social activities to further encourage
citizen participation, motivation and advocation (Schouten, 2015), which can be
translated as the self, the us and the other (Valerio &amp; Gabriele, 2020).
According to Deci, Eggrari, Patrick and Leone, people can become naturally
motivated if their needs are met (1994). Addressing their needs can stimulate
the internalization of external activity, allowing them to become intrinsically
motivated, and build up a sense of competence (“I can do it!”), autonomy (“I do
it and I do it my own way”), and relatedness (“I can relate to the topic and I
will do it with people I care about”) (Connell and Wellborn, 1991). This
indicates that games, and playful activities in general, should be designed
carefully to satisfy human needs as they withhold the power of motivating a
player to engage inactivities and empower them in unpredictable ways.
Another aspect is participation, which can be encouraged through a sense of
belonging that can be established by living in an “Imaged Community” (Anderson,
1983). As portrayed in today’s context, young people seek what intrinsically
motivates them such as online communities (Gee, 2005). This imaged community is
where they are able to share their knowledge and utilize their skills on topics
of interest with other people across the globe. This participatory culture, is
reflected in the worldview, or epistemic frame, of its community members
(Shaffer, 2006). However, and beyond motivation and participation, why should
it be pointed out and advocated for? As Schouten mentioned in his research
(2015), the persuasive nature of play and games (Bogost, 2010) is an
influential tool in encouraging an attitude change among citizens and
encouraging engagement in social activities and civic life (Wouters, van der
Spek &amp; van Oostendorp, 2009). The use of games for persuasion and advocacy
could provide designers and citizens, who present a different point of view on
issues, with a platform that allows them to share their input in relation to
the real world and in an effective and cost-free way.</p><p >In combination with the four elements facilitating Urban
Design, with the help of digital games and technologies available today, a new
type of playful urban game that focuses on functionality and entertainment
could be created. The proposed model is illustrated in Figure 1, with a
proposed name of “AMPEI” signifying, respectively: advocation, motivation,
participation, environment, interaction. Advocation is the starting point to
designing a game and it could determine its future results and performance. To
further motivate citizens to join the game, an attractive role or intriguing
storyline is necessary. If the government wants citizens to take part in it and
provide valuable feedback, citizens must be able to develop a sense of
belonging or community. Furthermore, geographical maps and architectural
elements, both of which contribute to building a physical environment, could
give a context discussions surrounding urban issues. Finally, the inclusion of
AR technology could further support other essential elements.</p><p >Figure 1. The framework of a playful
civic game</p><p >1.2.
An Analysis of Cases by the AMPEI
Framework </p><bold>Finding places (2016)</bold>[1]<p >Finding places (2016) is a Lego 3D game run by the
CityScienceLab at Hafencity University of Hamburg in partnership with MIT and,
their open-source program, CityScope. The objective of this game is to
encourage citizens to find places that could be utilized or transformed into
accommodation for refugees. The city of Hamburg is extensively used; housing,
industrial and commercial areas, public spaces, all functions in the city
require space. Therefore, finding suitable areas to house refugees is a
challenge that all citizens can relate to. Thus, this platform was created to
take in everyone’s suggestions and ideas. Since the issue was common among all
citizens, workshops were organized in all Hamburg districts in which
participants could allocate and discuss suitable locations around their areas
on an interactive urban model. By the end of it, 5 million citizens were able
to contribute through the advertising and planning phases. Thirty-four
workshops were held at HCU with 400 participants during which each group
focused on one district. </p><p >In this serious game, citizens presented themselves and
contributed to the urban planning process, which fit their roles and met their
needs and objectives. Joining those workshops and sharing their proposals with
other citizens who also shared their same concerns provided a sense of
belonging. The city’s environment was stimulated as a 2m x 2m board map was
represented by colored-Legos. Interventions where Legos where either added,
removed, or moved facilitated the running of a real-time simulation that
demonstrates the impact on the city. Using Lego enables anyone to participate
in the building of the model without being intimidated by complex algorithms
and interfaces. This makes it a great tool for community engagement, as well as
for experts and professionals to collaborate on multidisciplinary urban
problems using a common language.  </p><bold>Rezone the game (2012) </bold>[2]<p >Rezone the game (2012) was designed bythe Bosch Architecture Initiative and
Digital Workplace to address the vacancy issues within the city of Den Bosch.
This game was similar to Finding Places. It is composed of a physical board
game with some 3D printed iconic buildings that represent the neighborhood.
Participants played this game during a physical workshop, where players take on
one of four available stakeholder roles as follows: proprietor (owner of real
estate), mayor (representing the municipality), engineer (urban designer), and
citizen (neighbors). The challenge is for players to not simply pursue
individual self-interests, but to strategically collaborate in order to defeat
the system, which is programmed to let the city descent into decay. As for the
interaction technology, a camera above the game board monitors QR codes in
real-time and registers the players’ moves, at the same time an augmented
reality layer of real-time information about these buildings will be shown on a
screen, and a computer algorithm would be programmed to induce vacancy.</p><bold>Submerged (2017)[3]</bold><p >Submerged (2017) is a cross-media project of the
Lectoraat in Play &amp; Civic Media at the Amsterdam University of Applied
Sciences. The objective, or rather advocation, of this project is to reimagine
public places for the future. In the first part of the game, the Interactive
system uses a mobile application in leading participants in their experience of
a story about time-travel. During the play, computer characters lead players to
real places in Amsterdam, detected via geo-map. The characters, presenting
themselves as humanity existing in 2032, talk players from 2017 in question of
their surrounding environments and how they envision the future. They get to
ask them to provide audio recordings or take photographs, both of which are
primary forms of data collection. The second part of the game is based on a
board game workshop that encourages participants to recreate their stories in
public places in the year 2032. During this workshop, maps of the city are made
available and participants are instructed to carefully pick places and neighborhoods
for their stories. The interactive narrative and characterization of the
protagonist, the main character, lead the participants to immerse themselves in
the worlds created, providing emotional responses that are useful in urban
design. </p><bold>Detroit 24/7 (2012)</bold><p >Detroit 24/7 is an online competition game utilizing the
Community PlanIt[4] platform.
The advocation of this game is gathering the feedback of citizens. Detroiters
get to share their ideas online or face-to-face for a duration of 21-days,
during which they are required to complete three missions. They compete to earn
points, badges, and prizes. All ages are called on to participate in those
challenges including Detroit Trivia, Community Mapping, and Role-Playing
Exercises. During the procession, 1033 players registered on the platform and
created over 8400 comments on their experience with the city. After the
missions ended, a Game Finale meeting was conducted at the Central branch of
the Detroit Public Library, where over 120 people showed up to celebrate
players’ accomplishments and to plan for the next steps. </p><p >Figure 2. Various
serious urban games</p><p >1.3.
Summary</p><p >Through these four cases, we could pinpoint a number of
solutions for each of the 4 building-blocks required in designing a playful
civic game. Usually, designers would not pay much attention to the role or
storytelling aspect, as shown in Figure 3. When it came to participation or a
sense of belonging, the standard method used was to organize a workshop, which
we found required more imagery and visuals. As for creating an environment for
the game, both simulated maps and Geo-based virtual maps were a possibility.
Furthermore, the interaction system used, such as AR technology, could be
further integrated and utilized, when establishing a real-time discussion, to
enable more citizens to contribute (See Table 1).</p><p >Table
1.Different forms of designing the
AMPEI framework </p><table-wrap><label>Table</label><table>
 <tr>
  
  <td>
  advocation
  </td>
  <td>
  motivation
  </td>
  <td>
  participation
  </td>
  <td>
  environment
  </td>
  <td>
  interaction
  </td>
 </tr>
 <tr>
  <td>
  Finding places
  </td>
  <td>
  find places
  </td>
  <td>
  citizen
  </td>
  <td>
  workshop
  </td>
  <td>
  Lego
  </td>
  <td>
  real-time simulation
  </td>
 </tr>
 <tr>
  <td>
  Rezone the game
  </td>
  <td>
  deter vacancy
  </td>
  <td>
  role play
  </td>
  <td>
  workshop
  </td>
  <td>
  3D print architecture
  </td>
  <td>
  real-time simulation
  </td>
 </tr>
 <tr>
  <td>
  Submerged
  </td>
  <td>
  imagine future
  </td>
  <td>
  role play
  </td>
  <td>
  workshop
  </td>
  <td>
  virtual - map
  </td>
  <td>
  story telling &amp; direction
  </td>
 </tr>
 <tr>
  <td>
  Detroit 24/7
  </td>
  <td>
  receive comment
  </td>
  <td>
  citizen
  </td>
  <td>
  online community 
  </td>
  <td>
  virtual - map
  </td>
  <td>
  online - offline
  </td>
 </tr>
</table></table-wrap><p >Figure 3. Weighs in cases for each element of the AMPEI</p>






			</sec><sec>
			<title>5. Conclusion </title>
				<p >This paper criticized
vital areas of the Smart City, such as the smartness of its citizens,
which had been neglected in the past. To cultivate the Smartness of people, we approached
it by learning from games. Since number of gaming companies have collaborated
with governments and have gotten involved in the Urban Planning process, we
could easily spot the potential of games in the field.</p><p >By analyzing several popular digital games that have
appeared in recent years, such as SimCity and Minecraft, we could
summarize four essential elements that make these digital games attractive as
follows: A map, architecture, character, and community. In addition to Digital
Games, AR games are also changing the behaviors of citizens, which could be
further emphasized and utilized in future game for citizens and governments.
Finally, we reform the framework of the serious game. The framework used is known
as AMPEI, which has evolved from elements in digital games, AR technology and
practical and social research. In the future, the framework used in this game
could be applicable in the design of a serious game that raises awareness for,
and improves, citizen participation, as well as helps them realize stakeholder
responsibilities. It should be possible that the smartness of citizens is
cultivated through a simple game.</p>
			</sec><sec>
			<title>References</title>
				<p >Anderson Benedict, I. C. (1983).
Reflections on the Origin and Spread of Nationalism. In: Verso, London.</p><p >Azuma, R. T. (1997). A survey of
augmented reality. Presence: Teleoperators &amp; Virtual Environments, 6(4),
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