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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
024 7 _a10.1007/978-981-10-1962-3
_2doi
050 4 _aQ342
072 7 _aUYQ
_2bicssc
072 7 _aTEC009000
_2bisacsh
072 7 _aUYQ
_2thema
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.
300 _aX, 253 p. 73 illus., 71 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
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
650 0 _aUser interfaces (Computer systems).
_911681
650 0 _aHuman-computer interaction.
_96196
650 0 _aComputer science—Mathematics.
_931682
650 0 _aSociology, Urban.
_932610
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
710 2 _aSpringerLink (Online service)
_953867
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