2014 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL2014) 2014
DOI: 10.1109/imctl.2014.7011163
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Enhancing citizens'environmental awareness through the use of a mobile and pervasive urban computing system supporting smart transportation

Abstract: This paper investigates the potential of mobile communication systems to support informal learning about the concept of sustainability within the urban realm. Firstly, it outlines a brief overview of the design approaches followed in various implementations in terms of communicating and educating citizens over environmental issues, as well as the methodologies employed to achieve user engagement. Furthermore, the paper presents the design and evaluation of an application that sought to promote a more environme… Show more

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Cited by 4 publications
(5 citation statements)
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“…In this chapter, we focus on behavioural interventions and educational/awareness tools related to water issues to gamified approaches and persuasive technologies for water management, which aim at empowering users' knowledge and incentivize virtuous attitudes towards water conservation based on gaming mechanisms [16]. Computer and social sciences offer a wide set of gamified tools to build or raise environmental awareness in a variety of sectors (e.g., [17] [18]; [19]) and most recently also in the water domain. According to a recent review on serious games on environmental management [20], water management games constitute a relevant portion of the games belonging [1] to the more general category of serious games for environmental management (more than 20% of the 25 games considered in the study and developed between 1994 and 2013).…”
Section: Introductionmentioning
confidence: 99%
“…In this chapter, we focus on behavioural interventions and educational/awareness tools related to water issues to gamified approaches and persuasive technologies for water management, which aim at empowering users' knowledge and incentivize virtuous attitudes towards water conservation based on gaming mechanisms [16]. Computer and social sciences offer a wide set of gamified tools to build or raise environmental awareness in a variety of sectors (e.g., [17] [18]; [19]) and most recently also in the water domain. According to a recent review on serious games on environmental management [20], water management games constitute a relevant portion of the games belonging [1] to the more general category of serious games for environmental management (more than 20% of the 25 games considered in the study and developed between 1994 and 2013).…”
Section: Introductionmentioning
confidence: 99%
“…The increasing availability of free WiFi connectivity and the reduced data communication costs of 3G networks, along with the high data transmission rates achieved in the emerging 4G deployments, designate those networking technologies as the most practical choices for pervasive game developers. This claim is backed by the timeline shown in Figure 3-5 which clearly illustrates that short range communication, once mainly supported by Bluetooth in 1G games (with the exception of Blowtooth 27 ), has been substituted by remote client/server communication in 2G projects. For instance, in PK AoE the players exchange goods via WiFi, GPRS, or 3G even when standing next to each other.…”
Section: Communicationmentioning
confidence: 90%
“…In the last decade, pervasive computing concepts have been applied in a broad spectrum of applications, e.g. healthcare [161], education [27,108], tourism [63], smart homes [26], assistive technologies [41], transportation systems [100], agriculture and stock-farming [170], etc. Naturally, pervasive computing technologies have not left the field of computer games unaffected.…”
Section: List Of Tablesmentioning
confidence: 99%
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“…Στην ίδια γραμμή σκέψης, το υποστηρικτικό πλαίσιο για την ενίσχυση των μαθησιακών εμπειριών, θα μπορούσε να ενισχυθεί με τη χρήση κινητών συσκευών, για την ευαισθητοποίηση σε σημαντικά κοινωνικά ζητήματα (Schreiner, 2008). Ακόμη η φορητότητα δίνει τη δυνατότητα άμεσα μέσω της δημιουργίας παιγνιωδών εφαρμογών (ΜΙΤΟS) να αφυπνιστεί ο πολίτης γύρω από τα -224 -περιβαλλοντικά ζητήματα και να ωθηθεί στην αλλαγή συμπεριφοράς (Charitos et al 2014).…”
Section: συμπεράσματα για τις προτιμήσεις σε σχεδιαστικά μοτίβαunclassified