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Gamifying Intelligent Daily Environments through Introducing Fictionality

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  • 발행기관
    보안공학연구지원센터(IJHIT) 바로가기
  • 간행물
    International Journal of Hybrid Information Technology 바로가기
  • 통권
    Vol.7 No.4 (2014.07)바로가기
  • 페이지
    pp.259-276
  • 저자
    Mizuki Sakamoto, Tatsuo Nakajima
  • 언어
    영어(ENG)
  • URL
    https://www.earticle.net/Article/A230379

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원문정보

초록

영어
A virtual form is an abstraction that enhances existing products and services by adding a layer to virtualize them. From a technical point of view, the current information technologies already make it possible to develop a virtual form using various techniques that represent information such as augmented reality technologies or ubiquitous display technologies. The virtual form can return a immediate feedback to a user so that it becomes a good design tool to develop games deployed in public spaces. We believe that incorporating fictional stories into virtual forms offers a new possibility for gamifying and enriching user experiences. However, only technological approaches cannot offer an ideal solution to develop attractive products and services if people do not feel values on them, and the design patterns for virtual forms is not well defined, especially, when a fictionality is incorporated. The design patterns needs to take into account a semiotic aspect of a virtual form. One key factor, in particular, is how strongly we believe in the reality of a fictional story within the virtual form from the semiotic aspect. This paper proposes some design patterns to integrate fictional stories into the real world for gamifying intelligent daily environments. The proposed design patterns cover three aspects. The first aspect is to exploit visual reality. The second aspect is to exploit ideological messages in fictional stories. The third aspect is to compose multiple fictional stories. The paper also shows a case study to motivate and gamify to join the Haiku contest by increasing the awareness of the importance of the contest, and show the effectiveness of the proposed design patterns.

목차

Abstract
 1. Introduction
 2. Semiotic Objects
 3. Extracting Design Patterns
  3.1. Design Patterns to Exploit Visual Reality
  3.2. Design Patterns to Exploit Ideological Messages in Fictional Stories
  3.3. Design Patterns to Compose Multiple Fictional Stories
 4. Case Study : Gamifying Haiku Contest with Proposed Design Patterns
 5. Conclusion and Future Directions
 References

키워드

Reality Semiotics Fictionality Design Activism Role Playing Digital-Physical Hybrid Design Gamification

저자

  • Mizuki Sakamoto [ Department of Computer Science and Engineering Waseda University ]
  • Tatsuo Nakajima [ Department of Computer Science and Engineering Waseda University ]

참고문헌

자료제공 : 네이버학술정보

간행물 정보

발행기관

  • 발행기관명
    보안공학연구지원센터(IJHIT) [Science & Engineering Research Support Center, Republic of Korea(IJHIT)]
  • 설립연도
    2006
  • 분야
    공학>컴퓨터학
  • 소개
    1. 보안공학에 대한 각종 조사 및 연구 2. 보안공학에 대한 응용기술 연구 및 발표 3. 보안공학에 관한 각종 학술 발표회 및 전시회 개최 4. 보안공학 기술의 상호 협조 및 정보교환 5. 보안공학에 관한 표준화 사업 및 규격의 제정 6. 보안공학에 관한 산학연 협동의 증진 7. 국제적 학술 교류 및 기술 협력 8. 보안공학에 관한 논문지 발간 9. 기타 본 회 목적 달성에 필요한 사업

간행물

  • 간행물명
    International Journal of Hybrid Information Technology
  • 간기
    격월간
  • pISSN
    1738-9968
  • 수록기간
    2008~2016
  • 십진분류
    KDC 505 DDC 605

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