2015
DOI: 10.1007/s00766-015-0238-y
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Mapping quality requirements for pervasive mobile games

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Cited by 26 publications
(46 citation statements)
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“…Pervasive virtuality is different from the mixed-reality found in "pervasive games" [9], although they may share similarities (e.g. context-awareness).…”
Section: A New Reality-virtuality Continuum Axismentioning
confidence: 94%
See 2 more Smart Citations
“…Pervasive virtuality is different from the mixed-reality found in "pervasive games" [9], although they may share similarities (e.g. context-awareness).…”
Section: A New Reality-virtuality Continuum Axismentioning
confidence: 94%
“…Each one of the seven first-level characteristics is subdivided into further sub-aspects, which represent more specific issues. In future works, we intend to explore the interdependences among these characteristics, similarly as in [9]. This section presents a brief description of these characteristics (i.e.…”
Section: Defining and Characterizing Pvmentioning
confidence: 99%
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“…However, the outcomes of learning with smart-glasses are mixed (Sapargaliyev 2015) Safety aspects are also identified in the use of smart-glasses, e.g., in (pervasive) gaming (Valente et al 2015) or navigation (Jones 2014) Provide safety and security, e.g., for persons with various forms of impairment, such as detecting hazards for persons with visual impairment (He et al 2015), or in the industry (Neira Millan 2013) Smart-glasses are envisioned to threaten security (Boissier and Castelfranchi 2015) as information about a person and his or her behavior may become accessible by others (Nyang et al 2014). Smart-glasses may increase situational awareness (Ackerman 2012), multitasking abilities (Nikolov 2013), and orientation (Muschiol 2015) May make people dependent (Bendel 2014) Assist recognizing and remembering (Iwamura et al 2014) as well as impede forgetting (Jacquemard et al 2014) Psychological and health risks with smartglasses have been pointed out (Jacquemard et al 2014) Be a valuable extension of the human brain (Bendel 2014) and predicting cognitive states (Henderson et al 2013) Safety aspects are also identified in the use of smart-glasses, e.g., in (pervasive) gaming (Valente et al 2015) or navigation (Jones 2014) Increase power through the aggregation of data, e.g., images (Bendel 2014). …”
Section: Potential Benefitsmentioning
confidence: 99%
“…Accordingly, altering behavior and sociality has been identified as one potential challenge (Valente et al 2015). Moreover, reality-altering effects may also induce ethical challenges (Valente et al 2015), e.g., detachment from reality (Sultan 2015) or blurring the phantasy-reality distinction (Wassom 2014). Social care and health care are foreseen to merge (Michael 2013).…”
Section: Changing the Human Condition(s)mentioning
confidence: 99%