Playable cities : the city as a digital playground
This 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...
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| Other Authors | |
|---|---|
| Format | Electronic eBook |
| Language | English |
| Published |
Singapore :
Springer,
[2017]
|
| Series | Gaming media and social effects.
|
| Subjects | |
| Online Access | Full text |
| ISBN | 9789811019623 9789811019616 |
| ISSN | 2197-9685 |
| Physical Description | 1 online resource (x, 253 pages) : illustrations (some color) |
Cover
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| 245 | 0 | 0 | |a Playable cities : |b the city as a digital playground / |c Anton Nijholt, editor. |
| 264 | 1 | |a Singapore : |b Springer, |c [2017] | |
| 264 | 4 | |c ©2017 | |
| 300 | |a 1 online resource (x, 253 pages) : |b illustrations (some color) | ||
| 336 | |a text |b txt |2 rdacontent | ||
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| 338 | |a online zdroj |b cr |2 rdacarrier | ||
| 490 | 1 | |a Gaming media and social effects, |x 2197-9685 | |
| 505 | 0 | |a Introduction 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. | |
| 506 | |a Plný text je dostupný pouze z IP adres počítačů Univerzity Tomáše Bati ve Zlíně nebo vzdáleným přístupem pro zaměstnance a studenty | ||
| 520 | |a This 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. | ||
| 504 | |a Includes bibliographical references. | ||
| 590 | |a SpringerLink |b Springer Complete eBooks | ||
| 650 | 0 | |a City planning |x Social aspects. | |
| 650 | 0 | |a Information technology |x Social aspects. | |
| 655 | 7 | |a elektronické knihy |7 fd186907 |2 czenas | |
| 655 | 9 | |a electronic books |2 eczenas | |
| 700 | 1 | |a Nijholt, Anton, |d 1946- |e editor. | |
| 776 | 0 | 8 | |i Print version: |t Playable Cities. |d [Place of publication not identified] : Springer-Verlag New York Inc 2016 |z 9789811019616 |w (OCoLC)952384266 |
| 830 | 0 | |a Gaming media and social effects. | |
| 856 | 4 | 0 | |u https://proxy.k.utb.cz/login?url=https://link.springer.com/10.1007/978-981-10-1962-3 |
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