2021
Rodríguez-Pupo, Luis Enrique
An Analytics Platform for Integrating and Computing Spatio-Temporal Metrics in Location-aware Games PhD Thesis
Universitat Jaume I. INIT, 2021.
Abstract | Links | BibTeX | Tags: context-aware computing, geogames, geolocation, location-based services
@phdthesis{Rodriguez2021b,
title = {An Analytics Platform for Integrating and Computing Spatio-Temporal Metrics in Location-aware Games},
author = {Luis Enrique Rodríguez-Pupo},
url = {http://hdl.handle.net/10803/671588},
doi = {http://dx.doi.org/10.6035/14101.2021.357562},
year = {2021},
date = {2021-04-28},
school = {Universitat Jaume I. INIT},
abstract = {This thesis presents an analytics platform for calculating spatio-temporal metrics in the context of geogames and context-based applications. It is based on an underlying conceptual model for spatio-temporal metrics, which consists of dimensions and variables to describe spatial and temporal phenomena, metrics functions to calculate application-relevant information and conditions using these data models, and actions to be triggered when certain conditions are met. The analytics platform is implemented as a cloud-based, distributed application that allows developers to define data requirements, collect required (client-generated) data, and define and execute spatio-temporal metrics. It is designed to handle large amounts of (streaming) data and to scale well under increasing amounts of data and metrics computations. The platform is validated in two experiments: a location-aware game for collecting noise data in a city and a mobile application for location-based mental health treatments, which shows its usability, versatility and feasibility in real-world scenario},
keywords = {context-aware computing, geogames, geolocation, location-based services},
pubstate = {published},
tppubtype = {phdthesis}
}
Pajarito-Grajales, Diego; Maas, Suzanne; Attard, Maria; Gould, Michael
Path of least resistance: using geo-games and crowdsourced data to map cycling frictions Book Chapter
In: Skarlatidou, Artemis; (eds.) Geographic Citizen Science Design: No one left behind., Muki Haklay (Ed.): Chapter 8, pp. 165-185, UCL press, 2021, ISBN: 978-1-78735-614-6.
Abstract | Links | BibTeX | Tags: crowdsourcing, GEO-C, geogames, urban mobility
@inbook{Pajarito-Grajales2021,
title = {Path of least resistance: using geo-games and crowdsourced data to map cycling frictions},
author = {Diego Pajarito-Grajales and Suzanne Maas and Maria Attard and Michael Gould},
editor = {Artemis Skarlatidou and Muki Haklay (eds.) Geographic Citizen Science Design: No one left behind. },
doi = {https://doi.org/10.14324/111.9781787356122 },
isbn = {978-1-78735-614-6},
year = {2021},
date = {2021-01-03},
pages = {165-185},
publisher = {UCL press},
chapter = {8},
abstract = {Urban cycling is an alternative mode of transport promoted by cities worldwide to reduce congestion and pollution and to increase citizens’ physical activity (Oldenziel et al. 2015). Cycling data, such as information about the cycling modal share, preferred routes and the main constraints or frictions faced during cycling, can be used as an evidence base for urban planning, cycling infrastructure design, cycling advocacy campaigns, promotion of alternative commuting and the assessment of impacts and benefits of cycling planning and promotion (Gossling 2018). The same data also have wider applicability in planning cycling policies, for instance to evaluate the impact of...},
keywords = {crowdsourcing, GEO-C, geogames, urban mobility},
pubstate = {published},
tppubtype = {inbook}
}
2019
Gómez-Cambronero, Águeda; González-Pérez, Alberto; Miralles-Tena, Ignacio; Casteleyn, Sven
Mixed reality escape room to promote learning in indoor environments Proceedings Article
In: EDULEARN19 Proceedings of 10th International Conference on Education and New Learning Technologies, pp. 5857-5864, IATED, Palma de Mallorca, 2019, ISBN: 978-84-09-12031-4 .
Links | BibTeX | Tags: geogames, Indoor positioning, RyC-Casteleyn, videogame
@inproceedings{Gómez-Cambronero2019,
title = {Mixed reality escape room to promote learning in indoor environments},
author = {Águeda Gómez-Cambronero and Alberto González-Pérez and Ignacio Miralles-Tena and Sven Casteleyn},
doi = {10.21125/edulearn.2019.1412 },
isbn = {978-84-09-12031-4 },
year = {2019},
date = {2019-09-01},
booktitle = {EDULEARN19 Proceedings of 10th International Conference on Education and New Learning Technologies},
pages = {5857-5864},
publisher = {IATED},
address = {Palma de Mallorca},
keywords = {geogames, Indoor positioning, RyC-Casteleyn, videogame},
pubstate = {published},
tppubtype = {inproceedings}
}
2017
Pajarito-Grajales, Diego Fabián; Gould, Michael
Smart Mobility, the Role of Mobile Games Conference
Proceedings of the Joint Conference on Serious Games, vol. 10622, Springer, Cham, chame, 2017, ISBN: 978-3-319-70110-3.
Abstract | Links | BibTeX | Tags: Biking, GEO-C, geogames
@conference{pajarito2017,
title = {Smart Mobility, the Role of Mobile Games},
author = {Diego Fabián Pajarito-Grajales and Michael Gould },
editor = {Mariano Alcañiz and Stefan Göbel and Minhua Ma and Manuel Fradinho Oliveira and Jannicke Baalsrud Hauge and Tim Marsh },
url = {https://link.springer.com/chapter/10.1007/978-3-319-70111-0_5},
doi = {https://doi.org/10.1007/978-3-319-70111-0_5},
isbn = {978-3-319-70110-3},
year = {2017},
date = {2017-11-07},
booktitle = {Proceedings of the Joint Conference on Serious Games},
journal = {Joint International Conference on Serious Games 2017},
volume = {10622},
pages = {44-59},
publisher = {Springer, Cham},
address = {chame},
abstract = {Cities are increasingly making accommodations for increasing bicycle use as one of the smart city strategies on mobility planning. Our study addresses the use of mobile applications (apps) to incentivize the increased use of cycling for commuting to work/study, we conducted a survey to identify trends and gaps in smart mobility research, especially on urban cycling promotion through mobile devices and games supported by geospatial analysis. The analysis of 140 publications, provided insights from the smart mobility concept like the constant support of mobile devices and location-based services on this research field as well as a strong bias towards experiments and a few theoretical reviews, the frequent use of intrinsic motivation when designing games, and customised platforms for experimenting instead of commercial applications. Finally, the lack of integration between game narratives and the capabilities of geospatial analysis is considered the biggest research challenge for game designers and smart city advocates.},
keywords = {Biking, GEO-C, geogames},
pubstate = {published},
tppubtype = {conference}
}
Miralles-Tena, Ignacio; Granell-Canut, Carlos; Rodríguez-Pupo, Luis Enrique; Casteleyn, Sven; Huerta-Guijarro, Joaquín
Games, health and the city: Developing location-aware games for leveraging the most suitable places for physical activity. Proceedings Article
In: Proceedings of the 23rd ACM Annual Symposium on Computer-Human Interaction in Play - Extended Abstracts (CHI PLAY 2017). Amsterdam, The Netherlands, Oct 2017. , pp. 239-245, ACM, 2017, ISBN: 978-1-4503-5111-9.
BibTeX | Tags: FPU_Miralles, geogames, geolocation, Health applications, Physical activity, RyC-Casteleyn, RyC-Granell
@inproceedings{Miralles-Tena2017,
title = {Games, health and the city: Developing location-aware games for leveraging the most suitable places for physical activity.},
author = {Ignacio Miralles-Tena and Carlos Granell-Canut and Luis Enrique Rodríguez-Pupo and Sven Casteleyn and Joaquín Huerta-Guijarro },
isbn = {978-1-4503-5111-9},
year = {2017},
date = {2017-10-23},
booktitle = {Proceedings of the 23rd ACM Annual Symposium on Computer-Human Interaction in Play - Extended Abstracts (CHI PLAY 2017). Amsterdam, The Netherlands, Oct 2017. },
pages = {239-245},
publisher = {ACM},
keywords = {FPU_Miralles, geogames, geolocation, Health applications, Physical activity, RyC-Casteleyn, RyC-Granell},
pubstate = {published},
tppubtype = {inproceedings}
}
Rodríguez-Pupo, Luis Enrique; Casteleyn, Sven; Granell-Canut, Carlos
On Metrics for Location-aware Games Journal Article
In: ISPRS International Journal of Geo-Information, vol. 6, no. 10, pp. 299, 2017, ISSN: 2220-9964.
Abstract | Links | BibTeX | Tags: geogames, geolocation, RyC-Casteleyn, RyC-Granell, Software metrics
@article{Rodríguez-Pupo2017,
title = {On Metrics for Location-aware Games},
author = {Luis Enrique Rodríguez-Pupo and Sven Casteleyn and Carlos Granell-Canut},
doi = {10.3390/ijgi6100299 },
issn = {2220-9964},
year = {2017},
date = {2017-10-01},
journal = {ISPRS International Journal of Geo-Information},
volume = {6},
number = {10},
pages = {299},
abstract = {Metrics are important and well-known tools to measure users’ behavior in games, and gameplay in general. Particularities of location-aware games—a class of games where the player’s location plays a central role-demand specific support in metrics to adequately address the spatio-temporal features such games exhibit. In this article, we analyse and discuss how existing game analytics platforms address the spatio-temporal features of location-aware games. Our analysis reveals that little support is available. Next, based on the analysis, we propose a classification of spatial metrics, embedded in existing literature, and discuss three types of spatial metrics-point-, trajectory- and area-based metrics-, and elaborate examples and difficulties. Finally, we discuss how spatial metrics may be deployed to improve gameplay in location-aware games},
keywords = {geogames, geolocation, RyC-Casteleyn, RyC-Granell, Software metrics},
pubstate = {published},
tppubtype = {article}
}
Ramos-Romero, Francisco; Miralles-Tena, Ignacio
Smart Beetles: towards a Geogame for Smart Citizens Proceedings Article
In: Bregt, Arnold; Sarjakoski, Tina; von Lammeren, Ron; van Rip (Eds.), Frank (Ed.): Societal Geo-Innovation : short papers, posters and poster abstracts of the 20th AGILE Conference on Geographic Information Science. 9-12 May 2017, Wageningen, the Netherlands., Wageningen University & Research , Wageningen, 2017, ISBN: 978-90-816960-7-4.
@inproceedings{Ramos-Romero2017,
title = {Smart Beetles: towards a Geogame for Smart Citizens},
author = {Francisco Ramos-Romero and Ignacio Miralles-Tena},
editor = {Arnold Bregt and Tina Sarjakoski and Ron von Lammeren and Frank van Rip (Eds.)},
isbn = {978-90-816960-7-4},
year = {2017},
date = {2017-05-12},
booktitle = {Societal Geo-Innovation : short papers, posters and poster abstracts of the 20th AGILE Conference on Geographic Information Science. 9-12 May 2017, Wageningen, the Netherlands.},
publisher = {Wageningen University & Research },
address = {Wageningen},
keywords = {geogames},
pubstate = {published},
tppubtype = {inproceedings}
}
Frías-Garrido, David; Monfort-Muriach, Aida; Casteleyn, Sven
NavApps: A mobile game to improve spatial literacy for secondary school children Proceedings Article
In: INTED2017 Proceedings: 11th International Technology, Education and Development Conference, pp. 5774-5779, IATED, Valencia, SPAIN, 2017, ISSN: 2340-1079.
Links | BibTeX | Tags: children, ENABLE, geogames, spatial literacy
@inproceedings{FriasGarrido2017NAV,
title = {NavApps: A mobile game to improve spatial literacy for secondary school children},
author = {David Frías-Garrido and Aida Monfort-Muriach and Sven Casteleyn},
url = {https://library.iated.org/view/FRIASGARRIDO2017NAV},
issn = {2340-1079},
year = {2017},
date = {2017-03-01},
booktitle = {INTED2017 Proceedings: 11th International Technology, Education and Development Conference},
pages = {5774-5779},
publisher = {IATED},
address = {Valencia, SPAIN},
keywords = {children, ENABLE, geogames, spatial literacy},
pubstate = {published},
tppubtype = {inproceedings}
}
2016
Miralles-Tena, Ignacio; Granell-Canut, Carlos; Huerta-Guijarro, Joaquín
Ubiquitous Computing and Ambient Intelligence: 10th International Conference, UCAmI 2016, San Bartolom{'e} de Tirajana, Gran Canaria, Spain, November 29 -- December 2, 2016, Part II, Springer International Publishing, Cham, 2016, ISBN: 978-3-319-48799-1.
Abstract | Links | BibTeX | Tags: Built environment, geogames, Physical activity, Playability index, Playable cities, Technological framework
@conference{Miralles2016,
title = {Playability Index, Built Environment and Geo-Games Technology to Promoting Physical Activity in Urban Areas},
author = {Ignacio Miralles-Tena and Carlos Granell-Canut and Joaquín Huerta-Guijarro},
editor = {García Carmelo R and Caballero-Gil Pino and Burmester Mike and Quesada-Arencibia Alexis },
url = {http://dx.doi.org/10.1007/978-3-319-48799-1_48
http://link.springer.com/book/10.1007/978-3-319-48799-1},
doi = {10.1007/978-3-319-48799-1_48},
isbn = {978-3-319-48799-1},
year = {2016},
date = {2016-11-03},
booktitle = {Ubiquitous Computing and Ambient Intelligence: 10th International Conference, UCAmI 2016, San Bartolom{'e} de Tirajana, Gran Canaria, Spain, November 29 -- December 2, 2016, Part II},
pages = {437-444},
publisher = {Springer International Publishing},
address = {Cham},
abstract = {The natural and built environment has an impact on the amount of daily physical activity that people do, being less than the minimum recommended by international organizations. However, some characteristics of the environment may incentive physical activity more than others. While technological advances in geospatial information can be regarded as powerful enablers to identify and analyse these main features of the built environment, there is still a large gap between health-related professionals and the proper use of such technologies to address the prevalence of physical inactivity. This paper presents the research plan being conducted for a doctoral thesis with two major objectives: to identify a Playability Index that gives insights about how friendly is a city from the perspective of physical activity, and to develop a technological framework that eases the development of software-driven, effective interventions for promoting physical activity for young people in urban areas.},
keywords = {Built environment, geogames, Physical activity, Playability index, Playable cities, Technological framework},
pubstate = {published},
tppubtype = {conference}
}
Frías-Garrido, David; Casteleyn, Sven; Monfort-Muriach, Aida
NavApps: Un juego móvil para mejorar las habilidades espaciales en la ESO Conference
Conferencia Esri España 2016, 2016.
Abstract | BibTeX | Tags: ENABLE, geogames, spatial literacy
@conference{davidNavapps2016,
title = {NavApps: Un juego móvil para mejorar las habilidades espaciales en la ESO},
author = {David Frías-Garrido and Sven Casteleyn and Aida Monfort-Muriach},
year = {2016},
date = {2016-10-26},
booktitle = {Conferencia Esri España 2016},
abstract = {NavApps es un juego móvil que forma parte de unas herramientas IT desarrolladas en el contexto del proyecto fundado por la UE llamado ENAbLE, las cuales se centran en fomentar la alfabetización espacial en estudiantes de la ESO. NavApps es un juego para esconder y encontrar tesoros que fomenta la mejora de la orientación espacial, la interpretación del mapa y las habilidades del razonamiento espacial, también proporciona herramientas entrenar otras habilidades (por ejemplo, habilidades matemáticas)
El juego consiste en 4 fases. La primera, fase de mapeo, en la cual los estudiantes indican los límites exterior e interior de sus escuelas. Con este propósito, NavApps ofrece un mapa base con una aplicación web, dónde los estudiantes ven imágenes satélite de sus colegios y son capaces de indicar los límites de sus escuelas, sus edificios, plantas y clases dibujadas con polígonos simples. La segunda fase de mapeo WIFI, los estudiantes capturan la señal WIFI de localizaciones específicas en la escuela, sobre las cuales se basará NavApps para ofrecer la localización indoor en las siguientes fases. En la tercera fase, añadir tesoros, los alumnos introducen tesoros aleatoriamente o en localizaciones específicas dentro de los límites de los colegios e indican una serie de pistas y características que servirán para encontrarlos. Finalmente, en la cuarta fase buscando tesoros, los estudiantes juegan a encontrar los tesoros añadidos por otros. Se usarán diferentes técnicas para guiar a los estudiantes hacia los tesoros, por ejemplo, basándose en la descripción textual o basándose en la localización indoor o en alertas de geo-fencing, etc…
Durante el juego, se usará un sistema de puntuación para implicar a los estudiantes, recompensándolos con puntos por cada tarea que se complete satisfactoriamente, y dotando al juego de un ranking de puntuaciones.},
keywords = {ENABLE, geogames, spatial literacy},
pubstate = {published},
tppubtype = {conference}
}
El juego consiste en 4 fases. La primera, fase de mapeo, en la cual los estudiantes indican los límites exterior e interior de sus escuelas. Con este propósito, NavApps ofrece un mapa base con una aplicación web, dónde los estudiantes ven imágenes satélite de sus colegios y son capaces de indicar los límites de sus escuelas, sus edificios, plantas y clases dibujadas con polígonos simples. La segunda fase de mapeo WIFI, los estudiantes capturan la señal WIFI de localizaciones específicas en la escuela, sobre las cuales se basará NavApps para ofrecer la localización indoor en las siguientes fases. En la tercera fase, añadir tesoros, los alumnos introducen tesoros aleatoriamente o en localizaciones específicas dentro de los límites de los colegios e indican una serie de pistas y características que servirán para encontrarlos. Finalmente, en la cuarta fase buscando tesoros, los estudiantes juegan a encontrar los tesoros añadidos por otros. Se usarán diferentes técnicas para guiar a los estudiantes hacia los tesoros, por ejemplo, basándose en la descripción textual o basándose en la localización indoor o en alertas de geo-fencing, etc…
Durante el juego, se usará un sistema de puntuación para implicar a los estudiantes, recompensándolos con puntos por cada tarea que se complete satisfactoriamente, y dotando al juego de un ranking de puntuaciones.
Romero, Francisco Ramos; Pereira, Joaquín
Are you a smart citizen? Try City Balls, if you dare! Proceedings Article
In: ESRI Developer Summit 2016, 2016.
BibTeX | Tags: 3D, geogames, Smart Cities
@inproceedings{Romero2016,
title = {Are you a smart citizen? Try City Balls, if you dare!},
author = {Francisco Ramos Romero and Joaquín Pereira},
year = {2016},
date = {2016-03-17},
booktitle = {ESRI Developer Summit 2016},
keywords = {3D, geogames, Smart Cities},
pubstate = {published},
tppubtype = {inproceedings}
}
Pajarito-Grajales, Diego; Gould, Michael; Miralles-Tena, Ignacio; Frías-Garrido, David; Monfort-Muriach, Aida
A biking geo-game to gather commuting data Proceedings Article
In: 3rd AGILE 2016 pre-conference workshop Geogames and geoplay. AGILE 2016, Helsinki, June 14-17., 2016.
Abstract | Links | BibTeX | Tags: Biking, GEO-C, geogames, Smart Cities, urban mobility
@inproceedings{PajaritoGrajales2016,
title = {A biking geo-game to gather commuting data},
author = { Diego Pajarito-Grajales and Michael Gould and Ignacio Miralles-Tena and David Frías-Garrido and Aida Monfort-Muriach},
url = {http://www.geogames-team.org/agile2016/submissions/Pajarito_et_al_Biking.pdf},
year = {2016},
date = {2016-01-01},
booktitle = {3rd AGILE 2016 pre-conference workshop Geogames and geoplay. AGILE 2016, Helsinki, June 14-17.},
abstract = {Urban bicycling is seen as a reliable and environmentally friendly alternative for commuting. Governments are improving biking infrastructure and promoting usage while they highlight its health benefits and zero emission operations. There are interesting questions related to differences between infrastructure planning and citizens' adoption and usage, and the differences between plans and usage analysis making them incomparable because they follow different methodologies or spatial representation is missing. Better data collection and analysis tools are needed to improve comprehension of urban biking, and geospatial technologies and mobile devices would help to identify such differences and would help both city planners and urban bikers to optimize trips. This documents contains a geo-game proposal that uses virtual resources or gems as game instruments to be be relocated. Players join teams and use bikes to “carry” them around the city to win; meanwhile data from mobile devices is collected to understand paths and players' displacements. Generated datasets will be also used to understand bike usage patterns and provide a new platform to engage citizens with data production and validation using gamified tools.},
keywords = {Biking, GEO-C, geogames, Smart Cities, urban mobility},
pubstate = {published},
tppubtype = {inproceedings}
}
2014
Naranjo-Zolotov, Mijail Juanovich
Collecting data for indoor mapping of the university of Münster via a location based game Masters Thesis
Universitat Jaume I, 2014.
BibTeX | Tags: geogames, Indoor positioning
@mastersthesis{Zolotov2013,
title = {Collecting data for indoor mapping of the university of Münster via a location based game},
author = { Mijail Juanovich Naranjo-Zolotov},
editor = {Christian Kray (supervisor) and Joaquín Huerta-Guijarro (co-supervisor) and Roberto Henriques (co-supervisor)},
year = {2014},
date = {2014-01-29},
school = {Universitat Jaume I},
keywords = {geogames, Indoor positioning},
pubstate = {published},
tppubtype = {mastersthesis}
}