Results 121 to 130 of about 169 (136)
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Mischief humor

Proceedings of the 12th International Conference on Advances in Computer Entertainment Technology, 2015
Playable cities are smart cities that allow artists, urban designers, and city dwellers to introduce sensors and actuators or use already in-place sensors and actuators for playful applications. These applications allow users to interact with street furniture or with and in public buildings. Sensors and actuators can be embedded in street furniture and
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Playful Introduction on “Making Smart Cities More Playable”

2019
This chapter provides a brief introduction to playable cities. Future cities are smart. They have embedded sensors, actuators, and data processors. These devices are connected in the internet of things, in which city dwellers and their wearables are among the ‘things’ that are sensed, and such devices can collect and process data and actuate.
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Citizens of Play: Revisiting the Relationship Between Playable and Smart Cities

2019
Although play has always been situated in cities, more recently playable cities have explored play in relation to of the increasingly role of ubiquitous technologies in shaping urban environments. The playable city has emerged in the past decade to critique and challenge the dominant narrative and technological determinism of smart cities.
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Smart Cities, Playable Cities, and Cybersecurity: A Systematic Review

International Journal of Human-Computer Interaction, 2023
Jennifer Weible, Gustav Verhulsdonck
exaly  

City as a Playable Unit

Fudan Journal of the Humanities and Social Sciences, 2017
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Co-Imagining the Future of Playable Cities

CHI Conference on Human Factors in Computing Systems, 2022
Ferran Altarriba Bertran   +11 more
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Critical Playable Cities

Gaming Media and Social Effects, 2020
Mattia Thibault, Lobna Hassan
exaly  

Playable Cities for Children?

Advances in Intelligent Systems and Computing, 2019
Anton Nijholt, Nijholt Anton
exaly  

Playful Introduction on “Making Smart Cities More Playable”

Gaming Media and Social Effects, 2020
Anton Nijholt, Nijholt Anton
exaly  

Playable Cities: Creative technologies and social frameworks that connect people and place

As the popularity of smart cities has risen over the past decade, alternatives and counterpoints have emerged to challenge its focus on function and utility at the expense of human needs and experiences. As a result, playable cities emerged in opposition to early technology-driven approaches to smart cities to focus instead on people and place, often ...
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