5 research outputs found

    Fictional game elements 2016

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    Gamification has been widely accepted in the HCI community in the last few years. However, the current debate is focused on its short-term consequences, such as effectiveness and usefulness, while its side-effects, long-term criticalities and systemic impacts are rarely raised. This workshop explores the gamification design space from a critical perspective, by using design fictions to help researchers reflect on the long-term consequences of their designs

    Protection of users: An analysis from product and process patents

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    This research seeks to describe the differences in patent filing of products and processes and the protection of the user. The research is characterized as descriptive exploratory of applied nature, with qualitative approach, having as method the technique of documentary research and documentary analysis. Normative Instructions 30 and 31 of the INPI and Law 9.279/96 were used. In the analysis it can be observed that process patents have a greater size than product patents, the state of the art is one of the main points of the writing of patents, drawings, flowcharts, organization charts and diagrams are present in process patents. It is concluded that the article raises a discussion about the importance of registration of patent processes, especially regarding the issues related to the user

    Connecting citizens with urban environments through an augmented reality pervasive game

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    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' 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
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