Proceedings of the 2006 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology 2006
DOI: 10.1145/1178823.1178852
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Cited by 38 publications
(4 citation statements)
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“…For every app that has achieved mass success, there are many more "niche" apps that have been designed by academics for specific research purposes, many of which include an element of crowdsourcing. These include games designed for studying the relationships between players and their connection between the physical space and the virtual space through the notions of territoriality [52], location, interactive storytelling [29] and personal story creation [56]. They also crowdsource urban data as a way of informing planning decisions [9], as a medium for civic engagement [37] and civic participation [21], to encourage social inclusion [13], or for the exploration of cultural heritage, such as battlefields [53] or for discovery of historical novels [15].…”
Section: Related Work 21 Location-based Games Cultural Heritage Anmentioning
confidence: 99%
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“…For every app that has achieved mass success, there are many more "niche" apps that have been designed by academics for specific research purposes, many of which include an element of crowdsourcing. These include games designed for studying the relationships between players and their connection between the physical space and the virtual space through the notions of territoriality [52], location, interactive storytelling [29] and personal story creation [56]. They also crowdsource urban data as a way of informing planning decisions [9], as a medium for civic engagement [37] and civic participation [21], to encourage social inclusion [13], or for the exploration of cultural heritage, such as battlefields [53] or for discovery of historical novels [15].…”
Section: Related Work 21 Location-based Games Cultural Heritage Anmentioning
confidence: 99%
“…The emphasis on content discovery and the content itself was an important aspect of the app, particularly following the criticism levelled at location-based games in the literature back in 2006, which claimed that they placed undue importance on the navigation processes at the expense of content [29]. With this in mind, from the very beginning we focused on the content and stories.…”
Section: Need For Navigational Directions or Notmentioning
confidence: 99%
“…Neben diesem allgemeinen Ansatz, der nicht nur auf das von den Autoren vorgestellte Spiel Alak [143] beschränkt ist, finden sich in der Literatur noch weitere Ansätze wie in [144] oder auch [145]. Bichard und Kollegen (2006) beschäftigen sich mit ortsbezogenen Spielen, die auf dem Rücksitz eines Autos gespielt werden.…”
Section: Integration Von Nicht-spielbezogenen Aufgabenunclassified
“…A difficulty of movement-based guides lies in authoring the content so that it adapts to the user's activity. This is a well-recognised problem for intelligent tutoring systems and partial solutions range from the labour-intensive task of creating different content for typical routes, to implementing a computational model of the learner's interest and activity linked to automated generation of audio content (Gustafsson, Bichard, Brunnberg, Juhlin, & Combetto, 2006). The design of adaptive tutoring systems, based on computational models of learner activity and inferences as to the learner's cognitive state, is an active area of research, with recent work exploring how such models can be presented to the learner to promote reflection (see e.g., Bull & McEvoy, 2003).…”
Section: Movement-based Guidesmentioning
confidence: 99%