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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
31

Trust-but-Verify: Guaranteeing the Integrity of User-generated Content in Online Applications

Dua, Akshay 26 September 2013 (has links)
Online applications that are open to participation lack reliable methods to establish the integrity of user-generated information. Users may unknowingly own compromised devices, or intentionally publish forged information. In these scenarios, applications need some way to determine the "correctness" of autonomously generated information. Towards that end, this thesis presents a "trust-but-verify" approach that enables open online applications to independently verify the information generated by each participant. In addition to enabling independent verification, our framework allows an application to verify less information from more trustworthy users and verify more information from less trustworthy ones. Thus, an application can trade-off performance for more integrity, or vice versa. We apply the trust-but-verify approach to three different classes of online applications and show how it can enable 1) high-integrity, privacy-preserving, crowd-sourced sensing 2) non-intrusive cheat detection in online games, and 3) effective spam prevention in online messaging applications.
32

Σχεδίαση και ανάπτυξη εφαρμογών σε κοινωνικά συστήματα του διαδικτύου

Μαρούδας, Αναστάσιος 31 May 2012 (has links)
Η εργασία αυτή εκτός από το θέμα της, μπορούμε να πούμε ότι χαρακτηρίζεται από τον τίτλο «Κοινωνικά εργαλεία του διαδικτύου: Δημιουργία περιεχομένου για χώρο-ευαίσθητα παιχνίδια από τελικούς χρήστες». Εξετάζει λοιπόν τη χρήση των κοινωνικών δικτύων και των εργαλείων τους ως μέσα για την συνεργατική δημιουργία περιεχομένου για χωρο-ευαίσθητα φορητά παιχνίδια. Τα παιχνίδια αυτά διεξάγονται στον πραγματικό κόσμο και περιλαμβάνουν αλληλεπίδραση των παικτών με αντικείμενα του φυσικού πραγματικού χώρου μέσω φορητών συσκευών. Τα παιχνίδια αυτά ενδείκνυνται για εγκαθιδρυμένη και άτυπη μάθηση. Η δημιουργία περιεχομένου για τις αντίστοιχες εφαρμογές είναι μια διαδικασία που χρειάζεται να συμπεριλάβει ενεργά ανθρώπους όπως εκπαιδευτικούς - παιδαγωγούς και ειδήμονες στην εκάστοτε θεματική του παιχνιδιού, οι οποίοι δρουν ως συντάκτες περιεχομένου για τα παιχνίδια αυτά. Καθίσταται λοιπόν απαραίτητο να υπάρχουν εργαλεία υποστήριξης για χρήστες που δεν έχουν τεχνικές γνώσεις ή δεν είναι σχεδιαστές παιχνιδιών. Στην εργασία αυτή εξετάζεται η κατασκευή ενός εργαλείου, το οποίο μέσω μιας φιλικής διεπιφάνειας δίνει τη δυνατότητα στους συντάκτες περιεχομένου να δημιουργήσουν με συνεργατικό τρόπο, εύκολα και γρήγορα ένα ή και περισσότερα σενάρια παιχνιδιού. Πιο συγκεκριμένα, η εργασία εστιάζει στη συγγραφή περιεχομένου για ένα παιχνίδι που λαμβάνει τόπο στο κέντρο μιας πόλης. Η εφαρμογή συνεργατικής συγγραφής έχει σχεδιαστεί και αναπτύσσεται κάνοντας χρήση δύο βασικών τεχνολογιών: της πλατφόρμας κοινωνικής αλλά και συνεργατικής δικτύωσης στεκιών Google+ καθώς επίσης και την πλατφόρμα παροχής χαρτών Google maps. / In this thesis we discuss the use of social media as tools for collaboratively creating content for location-sensitive mobile educational games. These games are conducted in the real world and include the players interact with objects in the real physical space with the use of mobile devices. Creating content for the respective applications is a process that needs to actively include people like teachers - educators and experts in a particular topic of the game, who act as editorial content for these games. Consequently, it seems necessary to have support tools for users without any technical knowledge. The thesis also examines the development of a tool, which through a friendly interface enables content authors to create in a collaborative way, easily and quickly one or more game scenarios. More specifically, the work focuses on writing content for a game that takes place in the center of a city. The collaborative authoring application designed and developed with the use of two technologies: the platform of collaborative social networking Google+ Hangouts and the Google maps platform.
33

Applications of Advanced Analytics to the Promotion of Freemium Goods

Runge, Julian 06 October 2020 (has links)
“Freemium” (Free + Premium) hat sich zu einem führenden Preismodell für digitale Güter entwickelt. Dabei kann die Basisversion eines Produkts, z.B. von Handy-Applikationen (“Apps”), unbegrenzt kostenlos genutzt werden und Firmen bieten Premium-Erweiterungen gegen Bezahlung an. Konsumenten haben in 2018 194 Milliarden mal Apps heruntergeladen und 101 Milliarden US-Dollar für In-App-Einkäufe ausgegeben. Beinahe 80% des Umsatzes auf App-Stores wird dabei durch Handyspiele generiert. 2,4 Milliarden Menschen haben in 2019 Handyspiele gespielt, was der Hälfte aller App-Nutzer im gleichen Zeitraum entspricht. Die Hauptthese dieser Dissertation ist, dass preisreduzierende Sonderangebote von großer Wichtigkeit für das Vermarkten von Freemium-Gütern sind: Obwohl Freemium bereits eine extreme Preis-Reduktion darstellt, indem es ein Produkt Konsumenten kostenlos zum Ausprobieren zur Verfügung stellt, können demnach Firmen durch die Nutzung weiterer Sonderangebotstaktiken höhere Profite generieren. Die Arbeit postuliert weiter (und beweist dies empirisch), dass lange angenommene Risiken in der Nutzung von Sonderangeboten, die vor allem bei klassischen Konsumgütern etabliert wurden, im Freemium-Bereich in dieser Form nicht zutreffen. Diese Perspektive entwickelt und vertieft der Autor über vier individuelle Papiere, die zusammen mit einer einleitenden Zusammenfassung die fünf Kapitel dieser Dissertation ausmachen. Die vorliegende Arbeit ist empirischer Natur und wendet “Advanced Analytics”, insbesondere Feldexperimente und maschinelles Lernen, in Zusammenarbeit mit Firmen an. Als repräsentativer Forschungsgrund dienen dabei Freemium-Handyspiele, in denen Firmen detaillierte Daten über Interaktionen mit Kunden sammeln. Anhand dieser Daten leitet der Autor neue Kenntnisse über Kundenverhalten ab und entwickelt Entscheidungsunterstützungssysteme, die es Firmen ermöglichen, höhere Gewinne beim Verkauf von Freemium-Gütern zu erzielen. / “Freemium” (free + premium) has become a workhorse pricing model in the digital economy: A basic version of a product or service, e.g., mobile applications (“apps”), can be used for free in perpetuity and premium upgrades are available against payment of a fee. Consumers downloaded apps 194 billion times in 2018 and spent $101 billion on in-app purchases in the same time period. Accounting for almost 80% of that revenue, gaming in particular has seen an unparalleled expansion of demand. It is estimated that 50% of mobile app users play games regularly and that a global total of 2.4 billion people will play mobile games in 2019. The core thesis of this dissertation is that promotions are essential to the marketing of freemium goods such as mobile apps and games. While freemium already represents a promotional pricing tactic in using a zero price for free sampling, the author conjectures that firms can operate their freemium offerings more profitably by using further promotional tactics, especially targeted and personalized promotions, to sell premium upgrades. The author also argues (and shows) that widespread concerns around the use of promotions, particularly developed in the setting of consumer packaged goods, do not apply in the same way in this setting. This thinking is qualified and developed across four chapters that represent individual papers after providing an introduction to the work in the first chapter. The work is empirical in nature and applies advanced analytics, in particular field experimentation and machine learning, in collaboration with firms. As representative of the freemium app economy, the collaborating firms observe dense user data that enable the author to both derive insights on consumer behavior that extend existing conceptual thinking in the field of marketing and to devise decision support and expert systems that allow firms to operate more profitably in this setting.
34

Clasificación de personajes antropomorfos utilizados en los videojuegos móviles entre los años 2014-2018 / Classification of anthropomorphic characters used in mobile video games between 2014 - 2018

Carmona Rodriguez, Marco Stephano 27 November 2019 (has links)
Esta investigación busca estructurar un sistema clasificatorio para los personajes antropomorfos utilizados en los videojuegos móviles. Es a base de esta premisa que se propone la viabilidad de generar una clasificación que responde a procesos gráficos empleados al momento de desarrollar personajes antropomorfos para videojuegos, los cuales van a permitir identificar su razón e intención comunicativa como elemento visual. Para lograr este objetivo se analizó un total de cuatro juegos móviles con distintos ejes temáticos, proceso que toma en consideración premisas sugeridas por clasificaciones en otras áreas de estudio en torno al antropomorfismo. A su vez, esta información se complementa con entrevistas hechas a expertos en áreas de conocimiento pertinentes a la investigación, con el fin de complementar la información adquirida. Producto de estos análisis, se obtuvo como principal resultado un grupo de constantes que responden a las atribuciones emocionales, físicas e incorporaciones de factores contextuales que permitirían generar un sistema de clasificación funcional. Finalmente, se pudo concluir que la ejecución de estos personajes integra procesos de desarrollo y conceptualización similar a los utilizados en el diseño gráfico, además, también se logró identificar prácticas que podrían afectar el proceso de comprensión del personaje y su percepción como pieza comunicativa. / This research seeks to structure a classification system for anthropomorphic characters used in mobile video games. It is based on this premise that we propose the feasibility of generating a classification that responds to graphic processes used when developing anthropomorphic characters for video games, which will allow us to identify their reason and communicative intention as a visual element. To achieve this objective, a total of four mobile games with different thematic axes were analyzed, a process that takes into consideration premises suggested by classifications in other areas of study on anthropomorphism. At the same time, this information was complemented with interviews with experts in areas of knowledge relevant to the research, to complement the information acquired. The main result of these analyses was a group of constants that respond to emotional and physical attributions and the incorporation of contextual factors that would allow the generation of a functional classification system. Finally, it was possible to conclude that the execution of these characters integrates development and conceptualization processes like those used in graphic design, in addition, it was also possible to identify practices that could affect the process of understanding the character and its perception as a communicative piece. / Trabajo de investigación
35

L’image des personnages dans les jeux mobiles du genre Josei-Muke : étude de cas sur Mr. Love : Queen’s Choice

Gong, Manti 06 1900 (has links)
Les joueuses (femmes) sont devenues plus actives sur le marché des jeux mobiles ces dernières années. Et les jeux vidéo pour femmes, qui étaient auparavant une catégorie de niche, ont fait leur entrée sur le marché en raison de l’augmentation de l’auditoire. Dans le même temps, cependant, peu de recherches ont été menées sur ces jeux dans le milieu universitaire, en particulier en Europe et aux États-Unis. Par conséquent, l’objectif principal de ce mémoire est d’analyser le design des personnages de cette catégorie de jeux, en abordant le cas de Mr. Love : Queen’s Choice, un jeu mobile pour femmes qui est devenu un grand succès sur le marché asiatique. Sur la base du cadre conceptuel des valeurs dans les jeux proposés par Mary Flanagan et Jonathan Belman (Flanagan et Nissenbaum, 2014) ainsi que la théorie sémiotique de Roland Barthes (1964), ce mémoire étudie les caractéristiques des personnages dans les jeux vidéo pour femmes, sous quatre aspects principaux : les caractéristiques de base du jeu, le gameplay (la façon dont on joue), l’esthétique et la narration. Le mémoire est divisé en six chapitres. Le premier chapitre est l’introduction, qui présente le contexte et la signification du sujet ; le deuxième chapitre est la revue de la littérature, qui vise à recenser les résultats de la recherche académique actuelle sur les jeux vidéo, les jeux mobiles, les questions de genre dans les jeux et les jeux orientés vers les femmes ; le troisième chapitre présente la problématique; le quatrième chapitre aborde la méthodologie et présente brièvement les principales idées directrices et la structure tout au long du processus de recherche. Le cinquième chapitre est entièrement consacré à l’analyse pour répondre à la problématique et le dernier chapitre est constitué d’une conclusion et des discussions. / Female players (women) have become more active in the mobile game market in recent years. And women’s games, which used to be a niche category, have entered the public eye due to the increased audience. At the same time, however, not much research has been done on these games in academia, especially in Europe and the US. Therefore, the main objective of this paper is to analyse the character design of this category of games, addressing the case of Mr. Love: Queen's Choice, a mobile game for women that has become a big hit in the Asian market. Based on the elements of game value research proposed by Belman, this paper will study the character design features in this category of games from four major aspects: basic game features, gameplay, aesthetics and narrative. At the same time, since the study of this paper does not involve any interviews, it mainly focuses on textual analysis. The ideas of textual analysis in it are mainly inspired by Roland Barthes’ mythology as well as semiotic theory. The paper is divided into six chapters. The first chapter is the introduction, which presents the context and meaning of the topic; the second chapter is the literature review, which aims to identify the results of current academic research on video games, mobile games, gender issues in games and women-oriented games; the third chapter presents the problematic; the next chapter discusses the methodology and briefly presents the main guiding ideas and structure throughout the research process. The fifth chapter is entirely devoted to the analysis to answer the problematic and the last chapter constitutes a conclusion and discussions.
36

Agent O - Utvecklingen av ett mobilt lärospel

Fergusson, Christopher, Karlsson, Daniel, Zuta, Festim January 2006 (has links)
I denna rapport vill vi lyfta fram de möjligheter och begränsningar som finns för att skapa nya engagerande läromiljöer genom att implementera ett mobilt lärospel i ett svenskt skolsammanhang. För att exemplifiera detta har vi i vårt projekt skapat ett mobilt lärospel kallat Agent O, som två högstadieskolor med ungdomar mellan 15-16 år gamla fått testspela. / This essay is a product of our bachelor of science in interactiondesign. Our focus in this project was to evaluate the mobile learning game from MIT and transform it so it would fit into Swedish schools and to redesign the interface from an interactiondesigners perspective and make it more goal-orientated for teenagers at the age of 13 to 16 years old. This resulted in the mobile learning game called Agent O. A learning game with the main purpose to evolve an interaction between the pupils and the pedagogical material through a handheld computer. Taking the learning procedure to a level where the learning part differs as when reading a textbook or solving a mathematic equation. Learning by doing may encourage the teenager to be active in the lecture in a progressive way.In this essay we present the theoretical basis by giving a background and context description of technology where it has been used as an educational complement. We will describe the limitations when designing an interface for mobile games, and look upon the possibilities for this kind of mobile learning game in Swedish schools. We have performed two main usertests at two schools in Malmö and the results of these tests are presented in the report.
37

動機與偏好對手機遊戲消費行為之影響 / The Influence of Motivation and Preferences on Mobile Games Purchasing Behavior

裘富凱 Unknown Date (has links)
近年手機遊戲產業發展迅速,不論是在全球或是台灣皆呈現高潛力的發展趨勢,手機遊戲有望在不久的將來成為遊戲界營收佔比最高的類別。相應著這樣的潮流,對手機遊戲的相關研究也跟著大量出現,研究題材如遊戲內容品質、平台營造以及營利模式等等,均為手機遊戲的開發有諸多貢獻。但是,儘管手機遊戲的研究正在興起,其走向仍以遊戲本質為主,鮮少有針對手遊玩家使用心態的研究,更遑論探討其與消費行為之間的關聯。 為了解決這樣的理論空缺,本研究欲以玩家的遊玩動機與遊戲特質偏好,結合科技接受模式中的知覺娛樂性,探討其對手機遊戲消費行為之間的關係。本研究將遊玩動機區分成「成就型動機」、「社交型動機」以及「沉浸型動機」;遊戲特質偏好則以「奇幻性偏好」、「合理性偏好」、「神祕性偏好」和「控制性偏好」四大構面分析。至於玩家的消費行為,本研究將其分為「付費意願」、「付費金額」和「上癮度」。 本研究以發放網路問卷的方式進行,總共獲得有效問卷共1043份。經過統計迴歸分析後發現,三種遊玩動機均對付費意願有顯著正向影響,而遊戲特質偏好雖然同樣對付費意願與顯著關係,但在付費金額方面則呈現不相關,唯有「奇幻性偏好」高的玩家有高消費的傾向。「奇幻性偏好」、「合理性偏好」以及「神秘性偏好」都對遊戲的上癮度有顯著影響。其他顯著影響的因素將待於研究中一一解釋。 / The mobile game industry has been developing rapidly in recent years. Its high growing potential can be observed both in global and Taiwan markets. Some marketing studies even claim that mobile games would become the most profitable genre among the gaming market in the near future. The amount of research related to mobile games marketing increases in a fast pace, only reflecting this booming trend However, most of the studies by far merely focus on the content of games. Little academic research has been conducted on the players’ attitude toward games. Therefore, this study aims to bridge the gap between mobile gamers’ psychological status and their purchasing behaviors, offering a possible explanation for the reasons behind their purchases. This study used players’ motivation and preference on game characteristics as the independent variables, in which players’ motivation was classified into “achievement,” “social,” and “immersion,” while preference on game characteristics was divided into four categories: “fantasy,” “rationality,” “mystery,” and “control.” As for gamers’ behavior, it was analyzed in terms of three dimensions: “purchasing intention,” “spending,” and “addiction.” After the regression analysis, the results show that all of the above-mentioned motivation constructs exhibit significant association with purchasing intention. Players with high preference on fantasy theme have greater tendency to spend more on mobile games. Furthermore, preferences on fantasy, rationality, and mystery, have positive relationships with game addiction.
38

CCMUG : a model for the development of mobile and ubiquitous games focused on chronic diseases

Sá, Kévin Cardoso de 27 February 2018 (has links)
Submitted by JOSIANE SANTOS DE OLIVEIRA (josianeso) on 2018-04-20T12:48:24Z No. of bitstreams: 1 Kévin Cardoso de Sá_.pdf: 3208171 bytes, checksum: dfc5ea787aaa256079d1f84d750608ff (MD5) / Made available in DSpace on 2018-04-20T12:48:24Z (GMT). No. of bitstreams: 1 Kévin Cardoso de Sá_.pdf: 3208171 bytes, checksum: dfc5ea787aaa256079d1f84d750608ff (MD5) Previous issue date: 2018-02-27 / CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Chronic diseases are the main cause of mortality in the last few decades, accounting for 59% of all deaths in the world. It is possible to prevent the development of such diseases using tools and methods that instruct the population. One way to achieve this goal is by using games, since they make it possible to teach subjects to the users, without them actively knowing that they are learning new concepts. Through a mapping study, it was possible to identify existing works that employ games focused on chronic conditions, however these works cover a reduced range of these conditions, are mainly targeted towards a younger audience and the majority is of a specific genre, exergames. In this context, this work proposes a model, named CCMUG, for the development of mobile and ubiquitous games that address chronic diseases. The contribution of our work is the definition of a model for the development of games for awareness focused on chronic diseases, subdividing the model into components with relationships between them. Unlike the related work considered, there are no restrictions regarding the type of game target audience and chronic disease addressed. The model aids in the development of games of the most varied genres, for different chronic conditions and individuals of all ages. We conceived the design and developed a mobile game focused on HIV/AIDS, based on the model proposed in this work. We then conducted a individual evaluation with a group of Digital Games undergraduate students of Universidade do Vale do Rio dos Sinos (Unisinos), with the objective to qualify the design of the game. The results obtained show that the game assumes its role of entertaining the players and teaching them concepts regarding the chronic condition. Furthermore, we identified aspects of the design to be improved in the development of the game prototype. Afterwards, we conducted a second evaluation, employing the focus group methodology, with a group of six students who participated in the first evaluation. The aim of this evaluation was to identify if a narrative should be used in the game and, if so, how it should be designed. The participants agreed that the use of a narrative would be beneficial in a game that tries to teach new concepts to the players, but it should be well elaborated. Through the focus group, we conceived a narrative for the game as well as additional features originated from the story. Then, we conducted an evaluation on the prototype after its development to assess the user enjoyment of the game. It was based on a modified version of EGameFlow, a survey that serves as a scale of measurement of the enjoyment and fun of the users in e-learning games. EGameFlow is divided in several dimensions that are assessed with the mean and standard deviation of the answers of the participants. The participants played the game and answered the questionnaire. Overall, all dimensions scored satisfactorily, showing that the prototype is considered to be fun and enjoyable for the players. The last evaluation of this work gathered opinions of game developers to ascertain the validity of our model, its components and relations for developing games focused on chronic conditions. This step occurred as a individual structured interview that followed a explanation of the proposed model and the developed prototype. There were no requests to remove, add or drastically change any component of our model, only minor corrections were applied. Overall, the results are positive and all developers fully agree that our model can be used to develop games, mobile or ubiquitous, focused on chronic conditions without the restrictions identified in the related works. The results confirm that CCMUG can be used as a guideline to develop games in this context. However, more evaluations with different prototypes focusing on other chronic diseases are planned as future works. / Doenças crônicas são a principal causa de mortalidade, representando 59% de todas as mortes do mundo. É possível prevenir o desenvolvimento da doença por intermédio de ferramentas e métodos que instruem a população. Uma forma de alcançar esse objetivo é utilizando jogos, visto que eles possibilitam ensinar assuntos sem que os usuários tenham consciência de estarem aprendendo novos conceitos. Através de um mapeamento sistemático, foi possível identificar trabalhos existentes que empregam jogos no âmbito de condições crônicas, entretanto tais trabalhos abrangem uma gama reduzida dessas condições, são principalmente direcionados para um público jovem e a maioria é de um gênero específico, exergames. Nesse contexto, este trabalho propõe um modelo, chamado CCMUG, para o desenvolvimento de jogos móveis e ubíquos com o foco em doenças crônicas. A contribuição do nosso trabalho é a definição de um modelo para o desenvolvimento de jogos móveis e ubíquos para conscientização focados em doenças crônicas, subdividindo o modelo em componentes com relações entre eles. Diferentemente dos trabalhos relacionados considerados, não há restrições quanto ao tipo de jogo, público-alvo e doença crônica abordada. O modelo auxilia no desenvolvimento de jogos dos gêneros mais variados, para diferentes condições crônicas e indivíduos de todas as idades. Foi concebido o design e desenvolvido um jogo móvel que aborda o tema HIV/AIDS com base no modelo proposto neste trabalho. Em seguida, realizamos uma avaliação individual com uma turma de graduandos de Jogos Digitais da Universidade do Vale do Rio dos Sinos (Unisinos), com o objetivo de qualificar o design do jogo. Os resultados obtidos constatam que o jogo concebido desempenha sua função de entreter os jogadores e ensiná-los conceitos sobre a condição crônica. Além disso, foram identificados aspectos do design a serem aprimorados no desenvolvimento do protótipo do jogo. Posteriormente, realizamos uma segunda avaliação, empregando a metodologia do grupo focal, com um grupo de seis alunos que participaram da primeira avaliação. O objetivo desta avaliação foi identificar se uma narrativa deve ser usada no jogo e, em caso afirmativo, como ela deve ser projetada. Os participantes concordaram que o uso de uma narrativa seria benéfico em um jogo que tenta ensinar novos conceitos aos jogadores, mas ela deve ser bem elaborada. Através do grupo focal, criamos uma narrativa para o jogo, bem como features adicionais originadas a partir dessa história. Em seguida, realizamos uma avaliação do protótipo, após o seu desenvolvimento, para avaliar a diversão do jogo pelo usuário. Essa avaliação foi baseada em uma versão modificada do EGameFlow, um questionário que serve como uma escala de medida do prazer e diversão dos usuários em jogos de aprendizado. EGameFlow é dividido em várias dimensões que são avaliadas através do desvio padrão e média das respostas dos participantes. Os participantes jogaram o jogo e responderam ao questionário. No geral, os resultados de todas as dimensões foram satisfatórios, mostrando que o protótipo é considerado prazeroso e divertido para os jogadores. A última avaliação deste trabalho reuniu opiniões de desenvolvedores de jogos para verificar a validade de nosso modelo, seus componentes e relações para o desenvolvimento de jogos focados em condições crônicas. Este passo ocorreu como uma entrevista estruturada individual que seguiu uma explicação do modelo proposto e do protótipo desenvolvido. Não houveram solicitações para remover, adicionar ou alterar drasticamente qualquer componente do nosso modelo, apenas foram aplicadas pequenas correções. No geral, os resultados são positivos e todos os desenvolvedores concordam plenamente que nosso modelo pode ser usado para desenvolver jogos, móveis ou ubíquos, focados em condições crônicas sem as restrições identificadas nos trabalhos relacionados. Os resultados confirmam que o CCMUG pode ser usado como base para desenvolver jogos neste contexto. No entanto, mais avaliações com diferentes protótipos com foco em outras doenças crônicas estão planejadas como trabalhos futuros.
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[en] A STUDY ON PERVASIVE GAMES BASED ON THE INTERNET OF MOBILE THINGS / [pt] UM ESTUDO SOBRE JOGOS PERVASIVOS BASEADOS NA INTERNET DAS COISAS MÓVEIS

15 January 2019 (has links)
[pt] Jogos pervasivos móveis são jogos que combinam os mundos real e virtual em um espaço híbrido, permitindo interações não apenas com o mundo do jogo virtualmente criado, mas também com o ambiente físico que envolve os jogadores. A Internet de Coisas Móveis (IoMT) especifica situações em que os dispositivos na Internet das Coisas (IoT) podem ser movidos ou se moverem de forma autônoma, mantendo conectividade remota e acessibilidade de qualquer lugar na Internet. Seguindo o enorme sucesso dos recentes jogos pervasivos móveis e a iminente expansão de IoT, nós fornecemos uma integração para toda a tecnologia envolvida no desenvolvimento de um jogo pervasivo móvel que incorpora dispositivos IoT. Também propomos um jogo móvel pervasivo que avalia os benefícios da união de ambos os campos. Este protótipo de jogo explora maneiras de aumentar a experiência dos jogadores através de mecânicas pervasivas, aproveitando a motivação dos jogadores para realizar tarefas de sensoriamento. O jogo também incorpora aplicações sérias na jogabilidade, tais como a localização de instalações e serviços. / [en] Mobile pervasive games are a game genre that combines the real and virtual worlds in a hybrid space, allowing interactions with not only the virtually created game world, but also with the physical environment that surrounds the players. The Internet of Mobile Things (IoMT) specifies situations in which devices on the Internet of Things (IoT) can be moved or move autonomously, while maintaining remote connectivity and accessibility from anywhere on the internet. Following the huge success of recent mobile pervasive games and the coming IoT boom, we provide an integration for all the technology involved in the development of a mobile pervasive game that incorporates IoT devices. We also propose a mobile pervasive game that evaluates the benefits of the union of both fields. This game prototype explores ways of increasing the experience of players through pervasive mechanics while taking advantage of the player s motivation to perform sensing tasks. It also incorporates serious applications into the gameplay, such as the localization of facilities and services.
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An Exploratory Study of Augmented Reality and Mobile Games Examining <i>Ingress</i> Player Motivation and Potential Educational Value

Straight, Ryan M. 25 August 2015 (has links)
No description available.

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