000 | 03437nam a22005775i 4500 | ||
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001 | 978-981-10-1962-3 | ||
003 | DE-He213 | ||
005 | 20220801221042.0 | ||
007 | cr nn 008mamaa | ||
008 | 161014s2017 si | s |||| 0|eng d | ||
020 |
_a9789811019623 _9978-981-10-1962-3 |
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024 | 7 |
_a10.1007/978-981-10-1962-3 _2doi |
|
050 | 4 | _aQ342 | |
072 | 7 |
_aUYQ _2bicssc |
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072 | 7 |
_aTEC009000 _2bisacsh |
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072 | 7 |
_aUYQ _2thema |
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082 | 0 | 4 |
_a006.3 _223 |
245 | 1 | 0 |
_aPlayable Cities _h[electronic resource] : _bThe City as a Digital Playground / _cedited by Anton Nijholt. |
250 | _a1st ed. 2017. | ||
264 | 1 |
_aSingapore : _bSpringer Nature Singapore : _bImprint: Springer, _c2017. |
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300 |
_aX, 253 p. 73 illus., 71 illus. in color. _bonline resource. |
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336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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347 |
_atext file _bPDF _2rda |
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490 | 1 |
_aGaming Media and Social Effects, _x2197-9693 |
|
505 | 0 | _aIntroduction 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 | _aThis 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 |
_aComputational intelligence. _97716 |
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650 | 0 |
_aUser interfaces (Computer systems). _911681 |
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650 | 0 |
_aHuman-computer interaction. _96196 |
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650 | 0 |
_aComputer science—Mathematics. _931682 |
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650 | 0 |
_aSociology, Urban. _932610 |
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650 | 1 | 4 |
_aComputational Intelligence. _97716 |
650 | 2 | 4 |
_aUser Interfaces and Human Computer Interaction. _931632 |
650 | 2 | 4 |
_aMathematical Applications in Computer Science. _931683 |
650 | 2 | 4 |
_aUrban Sociology. _932613 |
700 | 1 |
_aNijholt, Anton. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt _953866 |
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710 | 2 |
_aSpringerLink (Online service) _953867 |
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773 | 0 | _tSpringer Nature eBook | |
776 | 0 | 8 |
_iPrinted edition: _z9789811019616 |
776 | 0 | 8 |
_iPrinted edition: _z9789811019630 |
776 | 0 | 8 |
_iPrinted edition: _z9789811094880 |
830 | 0 |
_aGaming Media and Social Effects, _x2197-9693 _953868 |
|
856 | 4 | 0 | _uhttps://doi.org/10.1007/978-981-10-1962-3 |
912 | _aZDB-2-ENG | ||
912 | _aZDB-2-SXE | ||
942 | _cEBK | ||
999 |
_c79241 _d79241 |