|
|
|
|
LEADER |
03114nam a22005175i 4500 |
001 |
978-981-10-1962-3 |
003 |
DE-He213 |
005 |
20161014140216.0 |
007 |
cr nn 008mamaa |
008 |
161014s2017 si | s |||| 0|eng d |
020 |
|
|
|a 9789811019623
|9 978-981-10-1962-3
|
024 |
7 |
|
|a 10.1007/978-981-10-1962-3
|2 doi
|
040 |
|
|
|d GrThAP
|
050 |
|
4 |
|a Q342
|
072 |
|
7 |
|a UYQ
|2 bicssc
|
072 |
|
7 |
|a COM004000
|2 bisacsh
|
082 |
0 |
4 |
|a 006.3
|2 23
|
245 |
1 |
0 |
|a Playable Cities
|h [electronic resource] :
|b The City as a Digital Playground /
|c edited by Anton Nijholt.
|
264 |
|
1 |
|a Singapore :
|b Springer Singapore :
|b Imprint: Springer,
|c 2017.
|
300 |
|
|
|a X, 253 p. 73 illus., 71 illus. in color.
|b online resource.
|
336 |
|
|
|a text
|b txt
|2 rdacontent
|
337 |
|
|
|a computer
|b c
|2 rdamedia
|
338 |
|
|
|a online resource
|b cr
|2 rdacarrier
|
347 |
|
|
|a text file
|b PDF
|2 rda
|
490 |
1 |
|
|a Gaming Media and Social Effects,
|x 2197-9685
|
505 |
0 |
|
|a Introduction to Playable Cities -- Creative Tourism, Social Tourism and Playful Smart Cities -- Playful Urban Interventions -- Game Engine in Urban Planning and Citizen Participation -- Thirdplaceness -- Mischief Humor in Playable Cities -- Digital Cartography for Playable Cities -- Development of Pervasive Games -- Urban Game: Operation Noose -- Engaging with the City through Urban Data Games -- Experimentation and Playfulness.
|
520 |
|
|
|a This book addresses the topic of playable cities, which use the ‘smartness’ of digital cities to offer their citizens playful events and activities. The contributions presented here examine various aspects of playable cities, including developments in pervasive and urban games, the use of urban data to design games and playful applications, architecture design and playability, and mischief and humor in playable cities. The smartness of digital cities can be found in the sensors and actuators that are embedded in their environment. This smartness allows them to monitor, anticipate and support our activities and increases the efficiency of the cities and our activities. These urban smart technologies can offer citizens playful interactions with streets, buildings, street furniture, traffic, public art and entertainment, large public displays and public events.
|
650 |
|
0 |
|a Engineering.
|
650 |
|
0 |
|a User interfaces (Computer systems).
|
650 |
|
0 |
|a Computer science
|x Mathematics.
|
650 |
|
0 |
|a Computer mathematics.
|
650 |
|
0 |
|a Computational intelligence.
|
650 |
|
0 |
|a Sociology, Urban.
|
650 |
1 |
4 |
|a Engineering.
|
650 |
2 |
4 |
|a Computational Intelligence.
|
650 |
2 |
4 |
|a User Interfaces and Human Computer Interaction.
|
650 |
2 |
4 |
|a Mathematical Applications in Computer Science.
|
650 |
2 |
4 |
|a Urban Studies/Sociology.
|
700 |
1 |
|
|a Nijholt, Anton.
|e editor.
|
710 |
2 |
|
|a SpringerLink (Online service)
|
773 |
0 |
|
|t Springer eBooks
|
776 |
0 |
8 |
|i Printed edition:
|z 9789811019616
|
830 |
|
0 |
|a Gaming Media and Social Effects,
|x 2197-9685
|
856 |
4 |
0 |
|u http://dx.doi.org/10.1007/978-981-10-1962-3
|z Full Text via HEAL-Link
|
912 |
|
|
|a ZDB-2-ENG
|
950 |
|
|
|a Engineering (Springer-11647)
|