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The Gamification of Augmented Reality Art
Augmented Reality Games II
Springer, Cham, January 2019
The data shown below were compiled from readership statistics for 4 Mendeley readers of this research output. Click here to see the associated Mendeley record.
|Readers by professional status||Count||As %|
|Student > Master||3||75%|
|Student > Bachelor||1||25%|
|Readers by discipline||Count||As %|
|Business, Management and Accounting||1||25%|
|Medicine and Dentistry||1||25%|