Making Smart Cities More Playable Making Smart Cities More Playable
Gaming Media and Social Effects

Making Smart Cities More Playable

Exploring Playable Cities

    • ‏139٫99 US$
    • ‏139٫99 US$

وصف الناشر

This book explores the ways in which the broad range of technologies that make up the smart city infrastructure can be harnessed to incorporate more playfulness into the day-to-day activities that take place within smart cities, making them not only more efficient but also more enjoyable for the people who live and work within their confines. The book addresses various topics that will be of interest to playable cities stakeholders, including the human–computer interaction and game designer communities, computer scientists researching sensor and actuator technology in public spaces, urban designers, and (hopefully) urban policymakers.
This is a follow-up to another book on Playable Cities edited by Anton Nijholt and published in 2017 in the same book series, Gaming Media and Social Effects.

النوع
كمبيوتر وإنترنت
تاريخ النشر
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٢٣ يوليو
اللغة
EN
الإنجليزية
عدد الصفحات
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الناشر
Springer Nature Singapore
البائع
Springer Nature B.V.
الحجم
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‫م.ب.‬
Creative Industries and Digital Transformation in China Creative Industries and Digital Transformation in China
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Mobile Gaming in Asia Mobile Gaming in Asia
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Brain Art Brain Art
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Digital Economy. Emerging Technologies and Business Innovation Digital Economy. Emerging Technologies and Business Innovation
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Brain–Computer Interfaces Handbook Brain–Computer Interfaces Handbook
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Digital Economy. Emerging Technologies and Business Innovation Digital Economy. Emerging Technologies and Business Innovation
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Playable Cities Playable Cities
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More Playful User Interfaces More Playful User Interfaces
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Simulation and Serious Games for Education Simulation and Serious Games for Education
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Virtual and Augmented Reality Technology-Enhanced Learning Virtual and Augmented Reality Technology-Enhanced Learning
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Mixed Reality for Education Mixed Reality for Education
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Virtual and Augmented Reality, Simulation and Serious Games for Education Virtual and Augmented Reality, Simulation and Serious Games for Education
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VR, Simulations and Serious Games for Education VR, Simulations and Serious Games for Education
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Playful Disruption of Digital Media Playful Disruption of Digital Media
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