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Mapping urban accessibility: gamifying the citizens' experience

Catia Prandi, Valentina Nisi, Paola Salomoni, Nuno Jardim Nunes, Marco Roccetti
2015 EAI Endorsed Transactions on Ambient Systems  
mPASS. mPASS is an urban accessibility mapping system that allows citizens to collect reliable data about barriers and facilities via crowdsourcing and crowdsensing and it uses these data to calculate  ...  The design process and field trial results of both games are presented, highlighting the design decisions resulted from feedback sessions, focus groups and experience prototyping.  ...  We thank all the participants (from the Madeira Interactive Technologies Institute and the University of Bologna) involved in this study.  ... 
doi:10.4108/eai.1-12-2015.150711 fatcat:vzmjo7b6xjccri3pw7tnzssdse

Mosquito Mapper: a phone application to map urban mosquitoes [article]

Camille S.E Guilbaud, Theophile G.D.P.V Guilbaud
2017 bioRxiv   pre-print
The goal of the application is to create a database and construct a map of the encounters free to consult for citizens and scientists.  ...  This paper presents mosquito mapper: an android phone application created with the goal of giving science-driven citizens the means to monitor mosquito populations in an urban environment.  ...  One way to do this is to gamify the application which means adding 198 .  ... 
doi:10.1101/167486 fatcat:gm3z7m3cnbbj3jv3xamxonzc4y

Mosquito Mapper: a phone application to map urban mosquitoes

Camille S.E. Guilbaud, Théophile G.D.P.V. Guilbaud
2017 Scientific Phone Apps and Mobile Devices  
The goal of the application is to create a database and construct a map of the encounters free to consult for citizens and scientists.  ...  This paper presents mosquito mapper: an android phone application created with the goal of giving science-driven citizens the means to monitor mosquito populations in an urban environment.  ...  In the meanwhile, data is accessible through Github ( The authors declare no competing interests.  ... 
doi:10.1186/s41070-017-0018-9 fatcat:lsmf7kgwuje7hpkd7o7jyb2pse

Co-gnito: a Participatory Physicalization Game for Urban Mental Mapping

Georgia Panagiotidou, Sinem Görücü, Eslam Nofal, Müge Akkar Ercan, Andrew Vande Moere
2022 Creativity and Cognition  
The aggregation of multiple stories builds a physicalization that holistically represents the urban mental map of the whole group.  ...  Figure 1 : Three players in Co-gnito are collaborating to place physical tokens that together represent an urban mapping story.  ...  ACKNOWLEDGMENTS The authors would like to thank the game participants. This research was partially supported by the KU Leuven Research Fund.  ... 
doi:10.1145/3527927.3532803 fatcat:jmwcskgtjfhyppd56xqjyaivk4

Citizens' campaigns for environmental water monitoring: lessons from field experiments

Thaine H. Assumpcao, Andreja Jonoski, Iouliani Theona, Chrysovalantis Tsiakos, Maria Krommyda, Stefano Tamascelli, Andreas Kallioras, Marian Mierla, Harris Georgiou, Mary Miska, Christos Pouliaris, Cristian Trifanov (+7 others)
2019 IEEE Access  
Experiences and lessons learned are presented from the field execution of citizens' campaigns in two pilot areas located in Europe -the Danube Delta in Romania, and the Kifissos catchment in Greece.  ...  This article first introduces the challenges of designing citizens' campaigns for collecting data on environmental waters.  ...  ACKNOWLEDGMENT The authors would like to thank MSc. Mohammad Gharesifard, who assisted their in designing the questionnaires.  ... 
doi:10.1109/access.2019.2939471 fatcat:7grizmvik5adlo23efeosdxexe

Design and Development of a Collaborative App with Accessibility Information about Tourist Sites

Marcos Roque da Rosa, Eliane Nascimento Pereira
2021 Interfaces Científicas - Humanas e Sociais  
Accessible tourism enables people to become more included and enjoy tourism experiences.  ...  Results: The accessible places map was developed using free GIS technologies and is available for download in Google Play Store.  ...  with installation and adjustment of urban constructions to the conditions of accessibility (ABNT, 2015) .  ... 
doi:10.17564/2316-3801.2021v9n2p496-511 fatcat:utt4i6ktlvdhbmh3jcuacjajky

All Work and No Play? Facilitating Serious Games and Gamified Applications in Participatory Urban Planning and Governance

Cristina Ampatzidou, Katharina Gugerell, Teodora Constantinescu, Oswald Devisch, Martina Jauschneg, Martin Berger
2018 Urban Planning  
Planners and policymakers acknowledge the benefits of employing such tools to illustrate complex urban issues, evoke social learning, and make participation more accessible.  ...  As games and gamified applications gain prominence in the academic debate on participatory practices, it is worth examining whether the application of such tools in the daily planning practice could be  ...  Acknowledgements The article is a delivery of the research project "Playing with urban complexity.  ... 
doi:10.17645/up.v3i1.1261 fatcat:uxlvqmbidvgqrnbsucsjpankpy

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

Lobna Hassan, Juho Hamari
2020 Government Information Quarterly  
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, 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  ...  ., 2013 Acknowledgements This work was supported by the Finnish Foundation for Economic Education (grants: 12-6385 and 14-7824), the Finnish Cultural Foundation (grants: 00190298), and the Centre of Excellence  ... 
doi:10.1016/j.giq.2020.101461 fatcat:bvimyyawczcmbab3leglwzdoj4

Participation, for Whom? The Potential of Gamified Participatory Artefacts in Uncovering Power Relations within Urban Renewal Projects

Teodora Iulia Constantinescu, Oswald Devisch, Liesbeth Huybrechts
2020 ISPRS International Journal of Geo-Information  
We particularly focus on the urban renewal process of one particular case, namely the Vennestraat—one of the main commercial streets of the city of Genk (BE) and present a three year participatory mapping  ...  The paper concludes with an analytical framework that employs gamified participatory artefacts in order to map and understand power relations and the mechanisms that frame them.  ...  Conflicts of Interest: The authors declare no conflict of interest.  ... 
doi:10.3390/ijgi9050319 fatcat:3l2bmxdygffrdospnhbf4ttnvi

Gamification-less: may gamification really foster civic participation? A controlled field experiment

Marco Romano, Paloma Díaz, Ignacio Aedo
2021 Journal of Ambient Intelligence and Humanized Computing  
Our results highlight that the gamified application generates a better user experience and civic engagement.  ...  In this work, we present a between-group design experiment performed in the wild using two mobile applications enabling civic participation, one gamified and the other not.  ...  For such reasons, in this work we, present a study that not only explores the specific benefits of a gamified system on the citizens' experience on respect to a non-gamified one but also map such benefits  ... 
doi:10.1007/s12652-021-03322-6 fatcat:w3qqxyyv4bgwdew4xtfotsw4nm

Mixed Assessment of Virtual Serious Games Applied in Architectural and Urban Design Education

David Fonseca, Janaina Cavalcanti, Enric Peña, Victor Valls, Mónica Sanchez-Sepúlveda, Fernando Moreira, Isidro Navarro, Ernesto Redondo
2021 Sensors  
This study is related to the GAME4City 3.0 and a broader project focused on gamified visualization and its educational uses in architectural and urban projects.  ...  Based on the research results, weak points of educational gamified systems have been identified, and the main differences and needs in user profiles' function.  ...  Conflicts of Interest: The authors declare no conflict of interest.  ... 
doi:10.3390/s21093102 pmid:33946868 fatcat:uujle3rvbjgk3dpay5vg5q7rkq

Urbanismo virtual: un enfoque centrado en el usuario

Mónica Vanesa Sánchez-Sepúlveda, David Fonseca Escudero, Jordi Franquesa Sánchez, Núria Martí Audí
2019 International Conference Virtual City and Territory  
The hypothesis is based on demonstrating the following two statements: (1) the implementation of virtual gamified strategies in the field of urban design helps to critically evaluate the result of urban  ...  It is a challenge for organizations and society to question the status quo and experiment often.  ...  Conflicts of Interest: The authors declare no conflict of interests.  ... 
doi:10.5821/ctv.8430 fatcat:2vfqmmsixbdkdokxyieskbmxki

D4.4 Games Design

2016 Figshare  
This deliverable reports about the introduction of gamification in the project LPI.After an introduction on the various methods and techniques, we illustrate the objectives of the game generic enablers  ...  that we are developing; moreover, we also summarize the current status and the plans for the introduction of gamification in two of the project LPIs.  ...  In the end, we present an overview of our previous experience in gamified applications.  ... 
doi:10.6084/m9.figshare.3466778.v1 fatcat:nlrx7hrp35duhg42mrj7oe7qsm

Co-De|GT: The Gamification and Tokenisation of More-Than-Human Qualities and Values

Marie Davidová, Shanu Sharma, Dermott McMeel, Fernando Loisides
2022 Sustainability  
The article explores how the quality of life within a deprived urban environment might be improved through the 'gamification' of and interaction with, more-than-human elements within the environment.  ...  This is shown through the case study of the Co-De|GT urban mobile application that was developed in the Synergetic Landscapes unit through real-life research by design experimental studio teaching.  ...  The mapped interdependencies were translated into different kinds of gamified interaction and associated negotiations between the stakeholders.  ... 
doi:10.3390/su14073787 fatcat:vf5hutnij5aw5bntksygfumtva

Trip 4 All: A Gamified App to Provide a New Way to Elderly People to Travel

Alberto Signoretti, Ana I. Martins, Nuno Almeida, Diogo Vieira, Ana Filipa Rosa, Carlos M.M. Costa, António Texeira
2015 Procedia Computer Science  
The T4A works on georeferenced maps where the users' geoposition is a trigger to launch storytelling content and/or challenges based on the aspects of the visited site as such: geographical, art, religious  ...  The gamified interaction with the visited environment intend to improve motivation to accomplish the visit and make the content absorption more fun and easier.  ...  Acknowledgements This work has the financial support of CNPq (Brazilian Research Council), under process number PDE 201461/2014-5, was partially funded by Project QREN N 13852 I&D "AAL4ALL Ambient Assisted  ... 
doi:10.1016/j.procs.2015.09.274 fatcat:btsrcw2b4fed5lcgo3uo2e3nje
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