342 research outputs found

    Virtually (re)constructed reality: the representation of physical space in commercial location-based games

    Full text link
    Location-based games (LBGs) are based on digital representations of our surroundings and the spaces we inhabit. These digital twins of the real world, real world metaverses, are subsequently augmented by imaginary game content. However, the virtual reconstruction of the world inevitably emphasises some aspects of reality and disregards others. In this work we explore and discuss the elements of reality that are included, and omitted, in popular commercial LBGs. We focus on eight popular contemporary LBGs from five different developers and investigate their connections to the real world. Subsequently, we compare the identified real world features of the LBGs to the landscape dimensions of the widely adopted Landscape Character Assessment framework. The findings show that settlement, hydrology, climate and land cover are the most commonly incorporated landscape dimensions, albeit in low fidelity. By contrast, dimensions, such as geology, soils and enclosure were not represented in the observed LBGs. In addition, we discovered several anthropogenic and cultural aspects, such as land ownership and time depth that are implicitly included in some commercial LBGs, notably in the Niantic Wayfarer system providing unique high-fidelity data of cultural and historical locations. Overall, we find only little variance within landscape dimensions between the observed commercial LBGs. Our findings open discussions on choices regarding the virtual representation of the real world in systems, such as LBGs, navigational software and a reality-based metaverse

    Into the Unown : Improving location-based gamified crowdsourcing solutions for geo data gathering

    Get PDF
    Crowdsourcing has been recently successfully used to gather rich geo data in location-based games such as Pokémon GO. However, the academic literature has demonstrated that the selected crowdsourcing practices have led to the reinforcement of existing geographic biases, favouring rich areas and urban neighbourhoods over poor and rural areas. In this work, we investigate through two studies whether these biases could be mitigated by improving the crowdsourcing platform (Study 1) and supporting the crowdsourcing tasks with open map resources (Study 2). As an outcome of the first study, we derived 15 recommendations across six thematic areas for optimising the crowdsourcing processes. In the follow-up study, we demonstrated with a proof-of-concept work the potential to computationally improve the point of interest coverage particularly in developing countries and rural areas, and highlighted the potential of utilising open map services to build decision support systems for assisting in the evaluation of the crowdsourced content.Peer reviewe

    Geoinformatics in Citizen Science

    Get PDF
    The book features contributions that report original research in the theoretical, technological, and social aspects of geoinformation methods, as applied to supporting citizen science. Specifically, the book focuses on the technological aspects of the field and their application toward the recruitment of volunteers and the collection, management, and analysis of geotagged information to support volunteer involvement in scientific projects. Internationally renowned research groups share research in three areas: First, the key methods of geoinformatics within citizen science initiatives to support scientists in discovering new knowledge in specific application domains or in performing relevant activities, such as reliable geodata filtering, management, analysis, synthesis, sharing, and visualization; second, the critical aspects of citizen science initiatives that call for emerging or novel approaches of geoinformatics to acquire and handle geoinformation; and third, novel geoinformatics research that could serve in support of citizen science

    Landlords of the Digital World: How Territoriality and Social Identity Predict Playing Intensity in Location-based Games

    Get PDF
    Popular location-based games (LBGs) such as Pokémon GO have been downloaded hundreds of millions of times and have been shown to have a positive impact on mild exercise and social well-being of their players. Several currently popular LBGs introduce a gamified implementation of territorial conflict, where players are divided into teams that battle for the ownership of geographically distributed points of interest. We investigate how social factors and territoriality influence playing intensity in the context of Pokémon GO. Using reasoning from social identity theory, we propose a structural model connecting territoriality, sociality and playing intensity. To test the model, we analyze data collected from a global sample of Pokémon GO players (N=515). Our results show social self-efficacy, territorial self-efficacy and altruism to influence players\u27 identification with their team. Team identification in turn predicts both in-game territorial control behavior and playing intensity

    Virtually (re)constructed reality : The representation of physical space in commercial location-based games

    Get PDF
    Location-based games (LBGs) are based on digital representations of our surroundings and the spaces we inhabit. These digital twins of the real world, real world metaverses, are subsequently augmented by imaginary game content. However, the virtual reconstruction of the world inevitably emphasises some aspects of reality and disregards others. In this work we explore and discuss the elements of reality that are included, and omitted, in popular commercial LBGs. We focus on eight popular contemporary LBGs from five different developers and investigate their connections to the real world. Subsequently, we compare the identified real world features of the LBGs to the landscape dimensions of the widely adopted Landscape Character Assessment framework. The findings show that settlement, hydrology, climate and land cover are the most commonly incorporated landscape dimensions, albeit in low fidelity. By contrast, dimensions, such as geology, soils and enclosure were not represented in the observed LBGs. In addition, we discovered several anthropogenic and cultural aspects, such as land ownership and time depth that are implicitly included in some commercial LBGs, notably in the Niantic Wayfarer system providing unique high-fidelity data of cultural and historical locations. Overall, we find only little variance within landscape dimensions between the observed commercial LBGs. Our findings open discussions on choices regarding the virtual representation of the real world in systems, such as LBGs, navigational software and a reality-based metaverse.publishedVersionPeer reviewe

    Exploring the Visual Landscape: Advances in Physiognomic Landscape Research in the Netherlands

    Get PDF
    Exploring the Visual Landscape is about the combination of landscape research and planning, visual perception and Geographic Information Science. It showcases possible ways of getting a grip on themes like: landscape openness, cluttering of the rural landscape, high-rise buildings in relation to cityscape, historic landscapes and motorway panoramas. It offers clues for visual landscape assessment of spaces in cities, parks and rural areas. In that respect, it extends the long tradition in the Netherlands on physiognomic landscape research and shows the state of the art at this moment. Exploring the Visual Landscape offers important clues for theory, methodology and application in research and development of landscapes all over the world, from a specifically Dutch academic context. It provides a wide range of insights into the psychological background of landscape perception, the technical considerations of geomatics and methodology in landscape architecture, urban planning and design. Furthermore, there are some experiences worthwhile considering, which demonstrate how this research can be applied in the practice of landscape policy making

    Multimodal Content Delivery for Geo-services

    Get PDF
    This thesis describes a body of work carried out over several research projects in the area of multimodal interaction for location-based services. Research in this area has progressed from using simulated mobile environments to demonstrate the visual modality, to the ubiquitous delivery of rich media using multimodal interfaces (geo- services). To effectively deliver these services, research focused on innovative solutions to real-world problems in a number of disciplines including geo-location, mobile spatial interaction, location-based services, rich media interfaces and auditory user interfaces. My original contributions to knowledge are made in the areas of multimodal interaction underpinned by advances in geo-location technology and supported by the proliferation of mobile device technology into modern life. Accurate positioning is a known problem for location-based services, contributions in the area of mobile positioning demonstrate a hybrid positioning technology for mobile devices that uses terrestrial beacons to trilaterate position. Information overload is an active concern for location-based applications that struggle to manage large amounts of data, contributions in the area of egocentric visibility that filter data based on field-of-view demonstrate novel forms of multimodal input. One of the more pertinent characteristics of these applications is the delivery or output modality employed (auditory, visual or tactile). Further contributions in the area of multimodal content delivery are made, where multiple modalities are used to deliver information using graphical user interfaces, tactile interfaces and more notably auditory user interfaces. It is demonstrated how a combination of these interfaces can be used to synergistically deliver context sensitive rich media to users - in a responsive way - based on usage scenarios that consider the affordance of the device, the geographical position and bearing of the device and also the location of the device

    Review of Web Mapping: Eras, Trends and Directions

    Get PDF
    Web mapping and the use of geospatial information online have evolved rapidly over the past few decades. Almost everyone in the world uses mapping information, whether or not one realizes it. Almost every mobile phone now has location services and every event and object on the earth has a location. The use of this geospatial location data has expanded rapidly, thanks to the development of the Internet. Huge volumes of geospatial data are available and daily being captured online, and are used in web applications and maps for viewing, analysis, modeling and simulation. This paper reviews the developments of web mapping from the first static online map images to the current highly interactive, multi-sourced web mapping services that have been increasingly moved to cloud computing platforms. The whole environment of web mapping captures the integration and interaction between three components found online, namely, geospatial information, people and functionality. In this paper, the trends and interactions among these components are identified and reviewed in relation to the technology developments. The review then concludes by exploring some of the opportunities and directions

    Communications Design for Co-Op: A Group Decision Support System

    Get PDF
    Decision Support Systems (DSSs), computer-based systems intended to assist managers in preparing and analyzing decisions, have been single-user systems for most of the past decade. Only recently has DSS research begun to study the implications of the fact that most complex managerial decisions involve multiple decision makers and analysts. A number of tools for facilitating group decisions have been proposed under the label Group Decision Support Systems (GDSSs). One of the most important functions of a GDSS is to provide problem-oriented services for communication among decision makers. On the basis of an analysis of the communication requirements in various group decision settings, this paper presents an architecture for defining and enforcing dynamic application-level protocols that organize decision group interaction. The architecture has been implemented on a network of personal computers in Co-oP, a GDSS for cooperative group decision making based on interactive, multiple-criteria decision methods
    corecore