2019
DOI: 10.1007/978-981-13-9765-3_1
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Playful Introduction on “Making Smart Cities More Playable”

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Cited by 10 publications
(13 citation statements)
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“…Various urban gamification solutions demonstrate how game-like experiences can kindle new urban joy [27]. Urban games and gamification case studies are too numerous to review here; instead, we refer the reader to the more general articles by Thibault [50] and Nijholt [33,34]. Using the terminology of Thibault's typology of urban gamification [50], we regard machine learning as a tool for supporting bottom-up "urban writing": We model traceurs' playful perceptions and interpretations of the urban fabric, and disseminate them through digital means.…”
Section: Urban Design and Playmentioning
confidence: 99%
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“…Various urban gamification solutions demonstrate how game-like experiences can kindle new urban joy [27]. Urban games and gamification case studies are too numerous to review here; instead, we refer the reader to the more general articles by Thibault [50] and Nijholt [33,34]. Using the terminology of Thibault's typology of urban gamification [50], we regard machine learning as a tool for supporting bottom-up "urban writing": We model traceurs' playful perceptions and interpretations of the urban fabric, and disseminate them through digital means.…”
Section: Urban Design and Playmentioning
confidence: 99%
“…Using the terminology of Thibault's typology of urban gamification [50], we regard machine learning as a tool for supporting bottom-up "urban writing": We model traceurs' playful perceptions and interpretations of the urban fabric, and disseminate them through digital means. Considering Nijholt's discussion of playable cities and various sensors and actuators for implementing playful digital smartness [33,34], our work repurposes street level imagery as the sensing technology, and reveals emergent, non-designed potential for Third Places, where people can meet in a playful mood outside home or work, in our case for parkour jams and practice.…”
Section: Urban Design and Playmentioning
confidence: 99%
“…What all these games and activities have in common is that they happen outside the traditional cultural boundaries reserved to play, and creatively "invade" new spaces-both physical and digital. Recently, the notion of the playable city has emerged as a counterpoint to the "smart city" whereby the array of sensors and actuators that enable smart city infrastructure can be harnessed to create novel interactions and playful experiences within the city-by lending an ear to trees, giving a voice to park benches, stairs, and garbage cans, or reviving the shadows that pass in the night-thereby enabling a host of new interactions and experiences and raising new challenges and concerns about distraction and duplicity (Nijholt, 2016(Nijholt, , 2019.…”
Section: Introductionmentioning
confidence: 99%
“…On the other hand, digital sensory marketing can be considered as another important area where MAR can be used to create and enhance customer experiences [15]. MAR has also been used to develop new interactions and communication methods related to smart cities and smart communities [1,[12][13][14]17]. MAR can also enhance our gaming experiences [23] as well as it can be used to improve industry and automation activities [8,11].…”
Section: Introductionmentioning
confidence: 99%