A mobile game based on participatory sensing with real-time client-server architecture for large entertainment events

Gustavo Martins, Rosiane de Freitas, Bruno F. Gadelha
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引用次数: 1

Abstract

Using mobile devices is part of modern daily life for communication, work, and leisure. Its use in entertainment events such as music concert and sports games is easily noted. Thus, in this work, we investigate how these devices can increase engagement in entertainment events. For this, we developed a collaborative game called Cabo DIGuerra that uses motion and audio sensors in an interactive dynamic with the audience using concepts from Mobile Crowd Sensing and User eXperience. The game was evaluated through experimental studies both in a controlled environment and in real use scenarios of the application, highlighting its educational potential beyond entertainment.
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一种基于参与式感知的手机游戏,采用实时客户端-服务器架构,用于大型娱乐活动
使用移动设备是现代日常生活的一部分,用于交流、工作和休闲。它在音乐会和体育比赛等娱乐活动中的使用很容易注意到。因此,在这项工作中,我们研究了这些设备如何提高娱乐活动的参与度。为此,我们开发了一款名为《Cabo DIGuerra》的合作游戏,该游戏利用移动人群感知和用户体验的概念,在互动动态中使用动作和音频传感器。通过在受控环境和应用程序的实际使用场景中进行实验研究,对该游戏进行了评估,突出了它在娱乐之外的教育潜力。
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