1,441 research outputs found

    Iterative Prototyping of Urban CoBuilder: Tracking Methods and User Interface of an Outdoor Mobile Augmented Reality Tool for Co‐Designing

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    This research presents results from a study developing a smartphone app, UrbanCoBuilder, in which citizens can collaboratively create designs for urban environments usingaugmented reality technology and game mechanics. Eight prototypes were developed to refineselected design criteria, including tracking strategies, design elements, user experience and theinterface with game mechanics. The prototypes were developed through an iterative design processwith assessments and incremental improvements. The tracking was especially challenging andusing multiple bitonal markers combined with the smartphone’s gyroscope sensor to average theuser position was identified as the most suitable strategy. Still, portability and stability linked totracking need to be improved. Design elements, here building blocks with urban functions textures,were realistic enough to be recognizable and easy to understand for the users. Future studies willfocus on usability tests with larger user groups

    Participatory Sensing and Crowdsourcing in Urban Environment

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    With an increasing number of people who live in cities, urban mobility becomes one of the most important research fields in the so-called smart city environments. Urban mobility can be defined as the ability of people to move around the city, living and interacting with the space. For these reasons, urban accessibility represents a primary factor to keep into account for social inclusion and for the effective exercise of citizenship. In this thesis, we researched how to use crowdsourcing and participative sensing to effectively and efficiently collect data about aPOIs (accessible Point Of Interests) with the aim of obtaining an updated, trusted and completed accessible map of the urban environment. The data gathered in such a way, was integrated with data retrieved from external open dataset and used in computing personalized accessible urban paths. In order to deeply investigate the issues related to this research, we designed and prototyped mPASS, a context-aware and location-based accessible way-finding system

    Collective Intelligence and the Mapping of Accessible Ways in the City: a Systematic Literature Review

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    This paper has the objective of assessing how ICTs are being used to provide accessibility in urban mobility, with special interest to collective intelligence approaches. A systematic literature review (SLR) was performed, using several different criteria to filter down the 500+ academic papers that were originally obtained from a search for “accessible maps” to the 43 papers that finally remained in the corpus of the SLR. Among the findings, it was noticed that (i) few studies explored the motivations of users that actively contribute, providing information to feed maps, and they restricted themselves to exploring three techniques: gaming, monetary reward and ranking; (ii) social networks are rarely used as a source of data for building and updating maps; and (iii) the literature does not discuss any initiative that aims to support the needs of physically and visually impaired citizens at the same time

    Enhance User Engagement using Gamified Ineternet of Things

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    Gamification is considered as a promising approach to enhance people’s engagement in many social or technical systems, thus is supposed to play an important role in future Internet of Everything (IoE). Although gamification elements have already been reported in various IoT research, there still lacks answers about how gamification may affect user engagement in IoT systems and through what paths. In present work, we are synthesizing and analyzing existing research efforts in these emerging fields to provide implications for future IoE development. The results are categorized into three dimensions by considering cognitive-behavioral outcome, procedural stage and population scale

    Game-Based Design for Inclusive and Accessible Digital Exhibits

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    Imagining the future of libraries and especially of digital exhibits cannot be completed without exploring the role games can play in the future of collection curation. Besides their popularity, games facilitate and inform our understanding through interactive engagement, and have been shown to serve as alternative modes for designing learning experiences and environments. We adopt such a perspective as we look into the ways gaming can inform the design of digital exhibits and help make digital collections more accessible and inclusive to a wider audience

    Mapping Accessible Paths in the City Using Collective Intelligence

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    New information and communication technologies (ICTs) have an increasingly stronger role in people\u27s lives, especially after the commoditization of smartphones. They affect many aspects of everyday life, including urban mobility. Some applications, including Waze, benefit from the collective intelligence (CI) of the crowds to gather the information they need to provide users with good advice on the routes to follow. But they are mainly focused on roads and streets, giving little information on the quality of sidewalks, which are essential to pedestrians, people on wheelchairs and blind people. With the intention to improve the mobility of citizens with special needs, we developed the prototype of an application that allows users themselves to update accessibility maps, tagging obstacles and also indicating the existence of resources that contribute to improve the mobility of people with special needs in urban spaces. Tests in a controlled environment helped to debug the application’s functionalities, before members of the intended target group of users were finally exposed to it. Results are promising, as users were able to include relevant data by themselves and seem motivated to keep doing so, due a sense of utility, social facilitation or simply due to altruism, as anticipated by the CI literature. One unexpected outcome was that impaired users are more excited about the potential the application has to give visibility to the challenges they face than with the actual improvement it can bring to their mobility

    PokéStops and Other Spaces of Our Lives: Co-Creation of Social Spatiality Through Consumption of Pokémon GO

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    The tremendous PokĂ©mon GO craze got the world by surprise in July 2016. Within a couple of days this location-based mobile game gathered a record-breaking number of downloads and transformed the urban environment into a game board by driving people outside their homes to catch imaginary creatures. Combining the physical reality and imagination, this ‘pervasive’ game can be thought of as a new instance of digital virtual consumption (DVC) that could have an enhanced potential to simulate consumer fantasies. While there is a decade of research on how the urban environment can be experienced differently through location-aware technologies, most of it is outdated. Furthermore, little attention has been paid to the full spectrum of social spaces following Lefebvre’s (1991) triad that extends beyond behavior in the observable environment. The aim of this research is to help fill those gaps in understanding how consumers participate in the co-creation of social spaces through the next-generation location-based mobile games as a part of their daily lives. Moreover, the goal is to examine how the interface between the ‘real’ and the ‘imaginary’ is being experienced, and what kind of a role gamification plays in the equation. The research problem is approached through qualitative research methods leaning on the philosophical assumptions of interpretivism and phenomenology, that view the world as socially constructed and only understood through one’s ‘being’ in it. The research lies within the field of Consumer Culture Theory (CCT) that explores the dynamic interplay of consumer behavior, environment and culture through contextual, symbolic and experiential aspects of consumption. Consequently, the aim is to describe the phenomenon rather than to find an explanation for it. The research identifies three main themes that together describe the experience of co-creating social spaces through game play. These are labelled as I) trusting the community to fill in the blanks, II) negotiation between spaces of play and duty, and III) making the most of both worlds. Together they draw a picture of a constant struggle between the player community and the game over agency in creating the experience; transformation of spaces and places through the practice of ‘mapping’; un-controlled switches between spaces of nostalgia and responsibility due to loss of anonymity in the physical reality; and developing alternative game interfaces to optimally integrate the game into players’ everyday spaces. Furthermore, the findings imply an emergence of a new form of gamification, where the core ‘service’ being gamified is, in fact, an individual life as a whole

    A literature meta-analysis and integrative model

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    Baptista, G., & Oliveira, T. (2019). Gamification and serious games: A literature meta-analysis and integrative model. Computers in Human Behavior, 92, 306-315. DOI: 10.1016/j.chb.2018.11.030In recent years we have witnessed a growing number of companies and institutions embedding game mechanics and game design techniques in all types of information systems, applications, and services. Following this trend, it is possible to find an increasing number of publications studying these subjects. With this meta-analysis we synthesise and integrate all the earlier literature and information available on gamification and serious games, assessing the current state-of-the-art in the field, filling a literature gap on this subject. We calculated meta-analysis effects from a total of 54 studies and 59 datasets collected from the literature. Attitude, enjoyment, and usefulness are the most relevant predictors of intention to use gamification. Intention, enjoyment, and usefulness are the most relevant predictors of the brand attitude towards gamification. Our results allow us to present a theoretical model that will be of value to future gamification studies.authorsversionpublishe
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