Dr Geroimenko received his MSc degree in Physics and Mathematics from Vitebsk State University, Belarus (1976), PhD degree in the Methodology of Science from Belarusian Academy of Sciences, Minsk (1982) and a higher DSc (Doctor of Science) degree in Cognitive Sciences from Belarusian State University, Minsk (1990). From 1982 to 1998, he worked at the Belarusian Academy of Sciences. From 1991 to 1993, he was a Research Fellow of the Alexander von Humboldt Foundation at the Ruhr-University Bochum, Germany and from 1995 to 1998 – Visiting Professor at the SSKKII Centre for Cognitive Science, Goteborg University & Chalmers University of Technology, Sweden. In 1998, he joined the University of Plymouth, UK as a Reader in Multimedia and Web Technology. In September 2016, he joined the British University in Egypt as a Professor of Informatics and Computer Science.
Dr Geroimenko is also a digital artist and short story writer. A British citizen since 2002, was born in the Vitebsk Region of Belarus, the legendary birthplace of Mark Chagall. Since 1995, he has been experimenting with different types of digital art. His limited-edition prints are in private collections of Australia, Brazil, Canada, Finland, France, Germany, Holland, Japan, Malta, Mexico, Russia, Spain, Switzerland, UK, and USA. In 2013, he published the book “A Bottle of Plymouth Gin: 12 Detective Stories Set in Devon & Cornwall”, which features 12 mysterious cases rooted in the lore of two of the most beautiful British counties. More than 60 of his art books of digital, abstract, and surrealist paintings are available in Amazon Kindle stores worldwide.
This is the second edition of the first ever research monograph that explores the exciting field of augmented reality games and their enabling technologies. The new edition has been thoroughly revised and updated, with 6 new chapters included. As well as investigating augmented reality games in education, the book covers the gamification of medicine, healthcare, and art.
This is the second edition of the first ever research monograph that explores the exciting field of augmented reality games and their enabling technologies. The new edition has been thoroughly revised and updated, with 6 new chapters included. As well as investigating augmented reality games in education, the book covers the gamification of medicine, healthcare, and art.