401 research outputs found

    IWARN: A people-centered approach for early warning

    Get PDF
    Early warning is the activity of the mitigation phase concerned with monitoring precursors of a potential hazard to decide whether it is evolving to real risk and eventually initiate an early response. The first step consists of collecting updated and reliable data to support situational awareness from emergency operators. Data-centered Early Warning Systems (EWS) are focused on gathering data and run simulations to support decision-makers. A more sustainable approach consists of a people-centered EWS that takes profit from citizens who act as intelligent sensors collecting and sharing purposeful information. This people-centered approach can contribute to raising community awareness of the local environment and its vulnerabilities. In this paper, we introduce iWarn, a system relying upon mobile to integrate citizens in this process. The system has been developed following an action research approach to involve different stakeholders, including professionals, volunteers and citizens.This work is partly funded by “Comunidad de Madrid en el marco del convenio plurianual con la Universidad Carlos III Madrid en su línea de actuación Excelencia para el Profesorado Universitario-V Plan Regional de Investigación Científica e Innovación Tecnológica 2016-2020” the Spanish Ministry of Economy and Competitiveness Project TIN2016-77690-R “PACE

    IWARN: A people-centered approach for early warning

    Get PDF
    Early warning is the activity of the mitigation phase concerned with monitoring precursors of a potential hazard to decide whether it is evolving to real risk and eventually initiate an early response. The first step consists of collecting updated and reliable data to support situational awareness from emergency operators. Data-centered Early Warning Systems (EWS) are focused on gathering data and run simulations to support decision-makers. A more sustainable approach consists of a people-centered EWS that takes profit from citizens who act as intelligent sensors collecting and sharing purposeful information. This people-centered approach can contribute to raising community awareness of the local environment and its vulnerabilities. In this paper, we introduce iWarn, a system relying upon mobile to integrate citizens in this process. The system has been developed following an action research approach to involve different stakeholders, including professionals, volunteers and citizens

    GeoCoin:supporting ideation and collaborative design with location-based smart contracts

    Get PDF
    Design and HCI researchers are increasingly working with complex digital infrastructures, such as cryptocurrencies, distributed ledgers and smart contracts. These technologies will have a profound impact on digital systems and their audiences. However, given their emergent nature and technical complexity, involving non-specialists in the design of applications that employ these technologies is challenging. In this paper, we discuss these challenges and present GeoCoin, a location-based platform for embodied learning and speculative ideating with smart contracts. In collaborative workshops with GeoCoin, participants engaged with location-based smart contracts, using the platform to explore digital `debit' and `credit' zones in the city. These exercises led to the design of diverse distributed-ledger applications, for time-limited financial unions, participatory budgeting, and humanitarian aid. These results contribute to the HCI community by demonstrating how an experiential prototype can support understanding of the complexities behind new digital infrastructures and facilitate participant engagement in ideation and design processes

    Gamifying a Map-based Feedback Service to Support Youth Participation in City Improvement

    Get PDF
    In recent years, youth has been recognized as an indispensable stakeholder of city environment. On the one hand, young citizens who have intentions to contribute their community should be given an opportunity to express ideas. On the other hand, it is necessary for city agencies to listen to the needs from young generation to create a more livable and friendly city environment. Since location is considered as an essential attribute of human activities, local knowledge of residents always has a direct relation with spatial data. Thus, utilizing Geography Information System (GIS) has been developed to help public to participant in improving city environment, that is, Public Participation Geography Information System (PPGIS). However, younger people are thought to be less attracted by traditional political engagement, and annoyed with authoritative and tough tone. Thus, gamification as an innovative and increase popular trend has been implemented in a variety of youth-related applications and projects. Gamification is proposed to fulfill the desires of young people in the aspects of achievement, social, and immersion. The effects of gamification individuals with different player types and preferences of games to some degree. The research in thesis is conducted in connection with All-Youth project based in Finland, which is a multidisciplinary research project to enhance the connection with young people and their communities. This thesis focuses on applying gamification into digital public feedback service to motivate and sustain youth participation. Firstly, the discussion of related work includes status of youth participation in city planning, digital map technology used in public participation, and definition, content, and benefits of gamification. Secondly, three map-based tools for different purpose of public participation are studied to evaluate their usability and aesthetic quality. Thirdly, a gamified feedback service is prototyped based on initial user research and analysis. Finally, the effects of the gamified prototype are evaluated in user testing with the comparison to a control prototype without gamification. The results suggest that gamification can have positive effects on attractiveness and hedonic system qualities, while it may also influence on pragmatic quality. Overall, the research of this thesis can be considered as a successful attempt to gamify the public map-based platform which could have influence on youth engagement

    Gameful civic engagement: A review of the literature on gamification of e-participation

    Get PDF
    With increased digitalization, governments and public institutes became potentially better able to practice fuller and wider ranges of democratic governance through e.g., e-participation. E-participation, as any means of engagement with the common good, is, however, a difficult area of human motivation as it can be seen to exist outside the common hurdles of the everyday life and where the effects of participation are often invisible or take a long time to materialize. Recent trends of digitalization, such as gamification; a popular approach for stimulating motivation, have been proposed as remedies to foster e-participation. A plethora of applications and research has emerged related to gamified e-participation. However, there is currently a dearth in our knowledge of how gamification is being applied, researched or what its possible positive and negative outcomes can be. This study employed a systematic literature review approach in order to summarize research and findings on gamified e-participation. 66 papers were reviewed, the majority of which indicated that gamified e-participation is linked to increased engagement, motivation, civic learning and enjoyment amongst other outcomes. Nonetheless, question remains as to ethical and inclusive gamification, for which, this research provides directions for future research.</p

    Engaging without greenwashing: a holistic gamified approach to foster eco-friendly behavior in a renewable energy crowdfunding platform

    Get PDF
    To achieve the necessary transformation towards a low carbon society, it is obvious that all the coming technological innovations should also be accompanied by gargantuan shifts in lifestyle patterns. This study aims at identifying a possible gamified engagement strategy that fosters pro-environmental behavior for a renewable-energy projects crowdfunding app. Besides the growing interest of industry in gamification, there is few research on how to implement such approaches in a way it fosters pro-environmental behavior. The research provides an integrative literature review of subjects such as environmental psychology, gamification and human computer interaction, to finally outline a comprehensive framework to guide practitioners in fostering sustainable behavior within the business world, in the context of a renewable energy crowdfunding platform, and also the analysis of a business case, Seeds. While many game elements and marketing techniques can be positive for increased customer engagement and business development, they can be severely counterproductive as a strategy for climate change public engagement, and contrast sharply with the long-term sustainable practices that are required to transform to a climate neutral society. This work suggests that the corporate ethos might do more harm than good when it comes to fight climate change. Some widely spread corporate strategies to drive customer engagement, such as the usage of pervasive technology to build habits on users, are based on unmoral principles that invite critique, and perhaps, rejection. Finally, the limitations of the research suggest than additional validation is required, leaving several unresolved questions that could drive further scientific researchPara alcançar a transformação necessária em direção a uma sociedade de baixo carbono, é óbvio que todas as inovações tecnológicas que virão também devem ser acompanhadas por mudanças gigantescas nos padrões de estilo de vida. Este estudo tem como objetivo identificar uma possível estratégia de marketing gamificada que fomente o comportamento pró-ambiental para um aplicativo de crowdfunding de projetos de energia renovável. Além do crescente interesse da indústria pela gamificação, há poucas pesquisas sobre como implementar tais abordagens de forma a promover um comportamento pró-ambiental. A pesquisa fornece uma revisão integrativa da literatura de assuntos como psicologia ambiental, gamificação e interação humano-computador, para finalmente delinear uma estrutura abrangente para orientar os profissionais na promoção de um comportamento sustentável no mundo dos negócios, no contexto de uma plataforma de crowdfunding de energia renovável, e também a análise de um caso de negócios, Seeds. Embora muitos elementos do jogo e técnicas de marketing possam ser positivos para um maior engajamento do cliente e desenvolvimento de negócios, eles podem ser severamente contraproducentes como uma estratégia para o engajamento público da mudança climática e contrastam fortemente com as práticas sustentáveis de longo prazo que são necessárias para se transformar em um clima sociedade neutra. Este trabalho sugere que o ethos corporativo pode fazer mais mal do que bem quando se trata de combater as mudanças climáticas. Algumas estratégias corporativas amplamente difundidas para impulsionar o envolvimento do cliente, como o uso de tecnologia difundida para criar hábitos nos usuários, baseiam-se em princípios morais que convidam à crítica e, talvez, à rejeição. Finalmente, as limitações da pesquisa sugerem que uma validação adicional é necessária, deixando várias questões não resolvidas que podem conduzir a pesquisas científicas adicionaisObjectius de Desenvolupament Sostenible::12 - Producció i Consum Responsables::12.6 - Encoratjar les empreses, en especial les grans empreses i les empreses transnacionals, a adoptar pràctiques sostenibles i a incorporar informació sobre la sostenibilitat en el seu cicle de presentació d’informe

    Interactive virtual method applied in urban design education. Mixed Approach

    Get PDF
    La memòria d'aquesta tesi tracta sobre l'ús de la transformació digital en l'ensenyament i els processos de disseny urbà, a través de conceptes innovadors i metodologies pràctiques. L'objectiu és promoure l'ús de tecnologies digitals, en particular per avaluar la inclusió de la realitat virtual en diversos entorns d'ensenyament formals i informals del disseny urbà col·laboratiu, per tal de millorar, accelerar i augmentar el seu impacte social de forma positiva i millorar l'ensenyament universitària ajudant al fet que els estudiants consolidin amb major efectivitat les seves habilitats. Amb les característiques d’un sistema de realitat virtual, podem provar la nostra hipòtesi en funció de demostrar: (1) La implementació d'estratègies virtuals gamificades en el camp del disseny urbà generarà una millora i motivació en la participació ciutadana i dels estudiants, ja que l’entorn és més dinàmic, real i permet un disseny col·laboratiu àgil gràcies a les tecnologies visuals immersives, mentre avaluen críticament el resultat d'un disseny urbà i prenen decisions. (2) L'ús de sistemes virtuals interactius per a la comprensió de l'espai tridimensional millora en els estudiants i professionals la percepció de la comprensió de l'espai, generant major enteniment de les condicions d'ubicació, dimensions i relacions dels espais urbans, i defensar els arguments de projectes urbans i propostes urbanes definides interactivament que proven diverses estratègies d'acció. Per provar les nostres hipòtesis, fem servir un mètode quantitatiu i qualitatiu aplicat en diferents escenaris i als diferents perfils d'usuaris, estudiants, professionals i usuaris finals. Els resultats mostraran que és possible potenciar la transformació digital, millorar la motivació pública, la implicació i la satisfacció en els processos de presa de decisions urbanes, així com complementar l'adquisició de competències urbanes específiques necessàries per a la professió en estudiants d'Arquitectura.La memoria de esta tesis trata sobre el uso de la transformación digital en la enseñanza y los procesos de diseño urbano, a través de conceptos innovadores y metodologías prácticas. El objetivo es promover el uso de tecnologías digitales, en particular para evaluar la inclusión de la realidad virtual en diversos entornos de enseñanza formales e informales del diseño urbano colaborativo, con el fin de mejorarlo, acelerar y aumentar su impacto social positivo y mejorar la enseñanza universitaria ayudando a que los estudiantes consoliden con mayor efectividad sus habilidades. Con las características de un sistema de realidad virtual, podemos probar nuestra hipótesis en función de demostrar: (1) El uso de sistemas virtuales interactivos para la comprensión del espacio tridimensional mejora en los estudiantes y profesionales la percepción de la comprensión del espacio, generando mayor entendimiento de las condiciones de ubicación, dimensiones y relaciones de los espacios urbanos, y defender los argumentos de proyectos urbanos y propuestas urbanas definidas interactivamente que ensayan diversas estrategias de acción. (2) La implementación de estrategias virtuales gamificadas en el campo del diseño urbano generará una mejora y motivación en la participación ciudadana y en los estudiantes, ya que es un entorno de colaboración más dinámico, real y ágil gracias a las tecnologías visuales inmersivas, mientras evalúan críticamente el resultado de un diseño urbano y toman decisiones. Para probar nuestras hipótesis, utilizamos un método cuantitativo y cualitativo aplicado en diferentes escenarios y a diferentes perfiles de usuarios, estudiantes, profesionales y usuarios finales. Los resultados mostrarán que es posible potenciar la transformación digital, mejorar la motivación pública, la implicación y la satisfacción en los procesos de toma de decisiones urbanas, así como complementar la adquisición de competencias urbanas específicas necesarias para la profesión en estudiantes de Arquitectura.The memory of this thesis deals with the use of digital transformation in the teaching and processes of urban design, through innovative concepts and practical methodologies. The objective is to promote the use of digital technologies, in particular, to evaluate the inclusion of virtual reality in various formal and informal teaching environments of collaborative urban design, in order to improve it, speed up, and increase its positive social impact and improve university teaching by helping students consolidate their skills more effectively. With the characteristics of the VR system, we can test our hypothesis based on demonstrating: (1) The use of virtual-interactive systems for the understanding of three- dimensional space improve in students and professionals the perception of the comprehension of the space, generating a greater understanding of the location conditions, dimensions and relationships of urban spaces, and defend the arguments of urban projects and interactively defined urban proposals rehearsing various strategies of action. (2) The implementation of virtual gamified strategies in the field of urban design will generate improvement and motivation in citizen participation and students as it is a more dynamic, real and agile collaborative environment thanks to the immersive visual technologies as they critically evaluate the result of the urban design and make decisions. To validate our hypothesis, we use a quantitative and qualitative method applied in different scenarios and to a different profile of users, students, professionals and end users. The results will show that it is possible to empower digital transformation, to improve public motivation, implication, and satisfaction in urban decision-making processes as well as complementing the improvement of the perception of the comprehension of the space needed for the profession in Architecture students

    Rethinking gamification

    Get PDF
    Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal remedy to deeply transform society toward more humane and playful ends. Despite its use by corporations to manage brand communities and personnel, however, gamification is more than just a marketing buzzword. States are beginning to use it as a new tool for governing populations more effectively. It promises to fix what is wrong with reality by making every single one of us fitter, happier, and healthier. Indeed, it seems like all of society is up for being transformed into one massive game.The contributions in this book offer a candid assessment of the gamification hype. They trace back the historical roots of the phenomenon and explore novel design practices and methods. They critically discuss its social implications and even present artistic tactics for resistance. It is time to rethink gamification

    Connecting citizens with urban environments through an augmented reality pervasive game

    Get PDF
    The concept of Playable City situates games in public spaces to create connections between the citizens and the urban environment. To this end, Augmented Reality (AR) and pervasive technologies can provide additional information about urban objects or places and support innovative and engaging experiences to increase the user interest in the surrounding area. Understanding how these experiences affect the user interest is crucial for reaching a well-established connection between the people and the spaces around them. Our contribution is a preliminary framework to evaluate how being engaged in a playful activity improves interest and awareness in a specific urban area. The framework is based on the situated motivational affordances to establish a correlation among the users&#39; motivations, the situation, and the employed technological artifact. We use an AR pervasive game to evaluate a playful historical experience as a technology probe. The results suggest that while playing the game, the citizens started to show a growing interest in the historical facts around them. At the same time, they began to raise concerns about other issues like sustainability, socio-environmental, and socioeconomic development.This work is supported by the project sense2MakeSense grant funded by the Spanish State Agency of Research (PID2019-109388GB-I00) and the Madrid Government (Comunidad de Madrid - Spain) under the Multiannual Agreement with UC3M in the line of Excellence of University Professors (Grant Number: EPUC3M17) context of the V PRICIT (Regional Programme of Research and Technological Innovation
    corecore