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Making Smart Cities More Playable
  • Language: en
  • Pages: 374

Making Smart Cities More Playable

  • Type: Book
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  • Published: 2019-07-23
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  • Publisher: Springer

This book explores the ways in which the broad range of technologies that make up the smart city infrastructure can be harnessed to incorporate more playfulness into the day-to-day activities that take place within smart cities, making them not only more efficient but also more enjoyable for the people who live and work within their confines. The book addresses various topics that will be of interest to playable cities stakeholders, including the human–computer interaction and game designer communities, computer scientists researching sensor and actuator technology in public spaces, urban designers, and (hopefully) urban policymakers. This is a follow-up to another book on Playable Cities edited by Anton Nijholt and published in 2017 in the same book series, Gaming Media and Social Effects.

Transforming Society and Organizations through Gamification
  • Language: en
  • Pages: 386

Transforming Society and Organizations through Gamification

Gamification is the application of game-design elements and game principles to non-game contexts, and has been used to solve problems by applying characteristics of games. Though it has principally been applied in the areas of business and education, this book seeks to expand focus beyond this, looking at how gamification can be used for social change, the development of organizations and the implementation of the UN Sustainable Development goals. Including contributors from across the glove, it draws on a rich array of case studies, from inclusivity in the workplace to ecosystems in the Amazon. A timely contribution to an exciting, growing field, this book engages with the theoretical frame...

Critique of Pure Nature
  • Language: en
  • Pages: 141

Critique of Pure Nature

This book challenges the Western contemporary “praise for Nature”. From food to body practices, from ecological discourses to the Covid-19 pandemic, contemporary imaginaries abound with representations of an ideal “pure Nature”, essentially defined according to a logic of denial of any artificial, modified, manipulated — in short, cultural — aspect. How should we contextualise and understand such an opposition, especially in light of the rich semantic scope of the term “nature” and its variability over time? And how can we — if we actually can — envisage alternative models and approaches capable of better accounting for such richness and variability? The author addresses ...

SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES
  • Language: en
  • Pages: 687

SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES

The ISAGA 50th Anniversary Conference proceedings is a collection of 76 accepted submissions. The proposed papers and posters are very diversified and have backgrounds in many areas, yet they come together in the simulation and gaming. We had 12 tracks for papers, a poster submission track, workshops track, and thematic sessions proposals track. The 50th anniversary track will allow us to look back at our heritage. The core tracks with the biggest number of submissions are the simulation and gaming track and game science theory track. For the first time, we also had tracks for gaming technology, AR/VR, e-sport science and gaming cultures, we have received many interesting and quality submissions, which will add new perspective and diversity to our field. ISAGA wants to stay relevant and up-to-date with the current problems; thus the tracks for S&G for logistics and smart infrastructure, gaming for individual efficacy and performance and gaming for sustainable development goals. We have also received ten poster submissions with very interesting topics.

The Hybrid Face
  • Language: en
  • Pages: 261

The Hybrid Face

This original and interdisciplinary volume explores the contemporary semiotic dimensions of the face from both scientific and sociocultural perspectives, putting forward several traditions, aspects, and signs of the human utopia of creating a hybrid face. The book semiotically delves into the multifaceted realm of the digital face, exploring its biological and social functions, the concept of masks, the impact of COVID-19, AI systems, digital portraiture, symbolic faces in films, viral communication, alien depictions, personhood in video games, online intimacy, and digital memorials. The human face is increasingly living a life that is not only that of the biological body but also that of it...

Believing in Bits
  • Language: en
  • Pages: 265

Believing in Bits

  • Type: Book
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  • Published: 2020
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  • Publisher: Unknown

Believing in Bits advances the idea that religious beliefs and practices have become inextricably linked to the functioning of digital media. How did we come to associate things such as mindreading and spirit communications with the functioning of digital technologies? How does the internet�s capacity to facilitate the proliferation of beliefs blur the boundaries between what is considered fiction and fact? Addressing these and similar questions, the volume challenges and redefines established understandings of digital media and culture by employing the notions of belief, religion, and the supernatural.

Interactivity, Game Creation, Design, Learning, and Innovation
  • Language: en
  • Pages: 561

Interactivity, Game Creation, Design, Learning, and Innovation

  • Type: Book
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  • Published: 2019-01-30
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  • Publisher: Springer

This book constitutes the refereed post-conference proceedings of two conferences: The 7th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2018), and the 3rd EAI International Conference on Design, Learning, and Innovation (DLI 2018). Both conferences were hosed in Braga, Portugal, and took place October 24-26, 2018. The 51 revised full papers presented were carefully selected from 106 submissions. ArtsIT , Interactivity and Game Creation is meant to be a place where people in arts, with a keen interest in modern IT technologies, meet with people in IT, having strong ties to art in their works. The event also reflects the advances seen in the open related topi...

The Library as Playground
  • Language: en
  • Pages: 165

The Library as Playground

Digital and analog games have long served modern public libraries as educational tools and as drawcards for new patrons – from dedicated gaming zones and children’s spaces to Minecraft gaming days, makerspaces, and virtual reality collections. Much has been written about the role of games and play in libraries’ programming and collections. But their wider role in transforming libraries as public institutions remains unexplored. In this book, the authors draw on ethnographic research to provide a rich portrait of the intersection between games, play, and public libraries. They look at how games and play are increasingly spilling out of designated zones within libraries and beyond their ...

Is it Real? Structuring Reality by Means of Signs
  • Language: en
  • Pages: 322

Is it Real? Structuring Reality by Means of Signs

Is it Real? is a collection of twenty-eight papers on the most challenging, provocative – and profound – topics related to the quest for real and virtual realities of vision and other senses, and realities that are either constructed or imagined. There was no school, no theory, no methodology, nor any empirical approach in semiotics which was not forced to take a position, whether implicitly or explicitly, in attempting to discuss this issue. Semiotics is a discipline dealing with signs, and, thus, it is commonly thought that if we say of something that it is a “sign”, then it is something “less” real than the thing itself to which it refers. As such, the field of problems which ...

Semiotic Approaches to Urban Space
  • Language: en
  • Pages: 307

Semiotic Approaches to Urban Space

This book outlines the future of semiotic research in the study of urban spaces, with chapters authored by leading scholars in the field. It offers thought-provoking explanations of semiotic theory, methodology and applications with the goal of exploring recently developed approaches to the interpretive aspects of urban space. This title contains one or more Open Access chapters.