2018
Gómez-Cambronero, Águeda; Miralles-Tena, Ignacio; Granell-Canut, Carlos
Escape room video game to learn and practice different writing systems. Proceedings Article
In: Proceedings of the International Technology, Education and Development Conference (INTED 2018), pp. 3268-3273, IATED, 2018, ISBN: 978-84-697-9480-7.
BibTeX | Tags: Gamification, videogame
@inproceedings{Gómez-Cambronero2018,
title = {Escape room video game to learn and practice different writing systems.},
author = {Águeda Gómez-Cambronero and Ignacio Miralles-Tena and Carlos Granell-Canut},
isbn = {978-84-697-9480-7},
year = {2018},
date = {2018-03-05},
booktitle = {Proceedings of the International Technology, Education and Development Conference (INTED 2018)},
pages = {3268-3273},
publisher = {IATED},
keywords = {Gamification, videogame},
pubstate = {published},
tppubtype = {inproceedings}
}
2017
Ramos-Romero, Francisco; Miralles-Tena, Ignacio; Andrés, Clara
Education children in smart cities by using a videogame Proceedings Article
In: INTED2017 Proceedings, pp. 5612, IATED, Valencia, SPAIN, 2017, ISSN: 2340-1079.
BibTeX | Tags: children, Gamification, Smart Cities
@inproceedings{Ramos2017EDU,
title = {Education children in smart cities by using a videogame},
author = {Francisco Ramos-Romero and Ignacio Miralles-Tena and Clara Andrés},
issn = {2340-1079},
year = {2017},
date = {2017-03-01},
booktitle = {INTED2017 Proceedings},
pages = {5612},
publisher = {IATED},
address = {Valencia, SPAIN},
series = {11th International Technology, Education and Development Conference},
keywords = {children, Gamification, Smart Cities},
pubstate = {published},
tppubtype = {inproceedings}
}
2013
González-Sánchez, David
Behavior monitoring and behavioral exchange: an approach from geospatial technologies involving gamification techniques Masters Thesis
Universitat Jaume I, 2013.
BibTeX | Tags: Gamification, Geographic Information Systems (GIS)
@mastersthesis{GonzalezSanchez2013,
title = {Behavior monitoring and behavioral exchange: an approach from geospatial technologies involving gamification techniques},
author = { David González-Sánchez},
editor = {Marco Painho (supervisor) and Laura Díaz-Sánchez (co-supervisor) and Joaquín Huerta-Guijarro},
year = {2013},
date = {2013-01-01},
school = {Universitat Jaume I},
keywords = {Gamification, Geographic Information Systems (GIS)},
pubstate = {published},
tppubtype = {mastersthesis}
}
Castellote, Jesús; Huerta-Guijarro, Joaquín; Pescador, Javier; Brown, Michael
Towns Conquer: A Gamified application to collect geographical names (vernacular names/toponyms). Proceedings Article
In: Agile 2013: 16th AGILE Conference on Geographic Information Science, Geographic Information Science at the Heart of Europe. Leuven, 14-17 May 2013, 2013.
Abstract | Links | BibTeX | Tags: Citizen Science, CIUDADES-SALUDABLES, crowdsourcing, Gamification, mobile GIS, VGI
@inproceedings{Castellote2013,
title = {Towns Conquer: A Gamified application to collect geographical names (vernacular names/toponyms).},
author = { Jesús Castellote and Joaquín Huerta-Guijarro and Javier Pescador and Michael Brown},
url = {http://hdl.handle.net/10234/159979},
year = {2013},
date = {2013-01-01},
booktitle = {Agile 2013: 16th AGILE Conference on Geographic Information Science, Geographic Information Science at the Heart of Europe. Leuven, 14-17 May 2013},
abstract = {The traditional model for geospatial crowd sourcing asks the public to use their free time collecting geospatial data for no obvious reward. This model has shown to work very well on projects such as Open Street Map, but comes with some clear disadvantages such as reliance on small communities of ‘Neo-geographers' and variability in quality and content of collected data. This project aims at tackling these problems by providing alternative motivation specifically a smartphone based computer game service. Geographical names (vernacular names/ toponyms) have been identified as potential targets as they are difficult to collect on a large scale and easy to collect locally, thus ideal for crowd sourcing. The data set will be a toponyms database provided by the Spanish National Geographic Institute (IGN Spain). A location based game is targeted as it is easy to guide data collection with in-game rewards (prizes, points, badges etc.). Android is chosen for its accessible API and wide use.},
keywords = {Citizen Science, CIUDADES-SALUDABLES, crowdsourcing, Gamification, mobile GIS, VGI},
pubstate = {published},
tppubtype = {inproceedings}
}
2012
García-Martí, Irene; Rodríguez-Pupo, Luis Enrique; Benedito-Bordonau, Mauricia; Trilles-Oliver, Sergio; Beltrán-Fonollosa, Arturo; Díaz-Sánchez, Laura; Huerta-Guijarro, Joaquín
Aplicación móvil para la monitorización de la contaminación acústica en entornos urbanos a través de técnicas de Gamification Proceedings Article
In: JIIDE 2012: III Jornadas Ibéricas de Infraestructuras de Datos Espaciales. Madrid, Octubre 2012, 2012.
Abstract | Links | BibTeX | Tags: citizen participation, Gamification, Mobile apps, noise pollution, Participatory GIS, VGI
@inproceedings{GarciaMarti2012a,
title = {Aplicación móvil para la monitorización de la contaminación acústica en entornos urbanos a través de técnicas de Gamification},
author = {Irene García-Martí and Luis Enrique Rodríguez-Pupo and Mauricia Benedito-Bordonau and Sergio Trilles-Oliver and Arturo Beltrán-Fonollosa and Laura Díaz-Sánchez and Joaquín Huerta-Guijarro},
url = {http://www.02.idee.es/resources/presentaciones/JIIDE12/jueves/G49.Artuculo.pdf},
year = {2012},
date = {2012-01-01},
booktitle = {JIIDE 2012: III Jornadas Ibéricas de Infraestructuras de Datos Espaciales. Madrid, Octubre 2012},
abstract = {La cobertura completa de datos en entornos urbanos es crucial para monitorizar el estado del área de estudio y detectar, por ejemplo, tendencias y cambios medioambientales. Recoger observaciones de factores ambientales, como la contaminación acústica, a través de aproximaciones clásicas implica el despliegue de Redes de Sensores, cuyo coste de implantación y mantenimiento, podría ser muy alto para las administraciones locales y regionales. Por otro lado, los dispositivos móviles como los smartphones incorporan numerosos sensores, por lo que, por ejemplo, pueden tomar muestras de ruido ambiental a través de su micrófono. De esta forma, cada smartphone se convierte en un dispositivo de medición de ruido ambiental que cualquier ciudadano puede llevar en su bolsillo. En este artículo presentamos una aproximación para recoger ruido ambiental a través de aplicaciones móviles. Esta aplicación móvil se ha diseñado siguiendo técnicas de Gamification para animar al usuario a participar utilizando sus propios smartphones personales. De esta forma, se involucra al usuario en la toma y la difusión de mediciones de ruido en sus ciudades que posteriormente, otras partes interesadas pueden usar en su análisis y sus procesos de toma de decisiones.},
keywords = {citizen participation, Gamification, Mobile apps, noise pollution, Participatory GIS, VGI},
pubstate = {published},
tppubtype = {inproceedings}
}
García-Martí, Irene; Rodríguez-Pupo, Luis Enrique; Benedito-Bordonau, Mauricia; Trilles-Oliver, Sergio; Beltrán-Fonollosa, Arturo; Díaz-Sánchez, Laura; Huerta-Guijarro, Joaquín
Mobile Application for Noise Pollution Monitoring through Gamification Techniques Proceedings Article
In: Herrlich, M.; Malaka, R.; Masuch, M. (Ed.): ICEC 2012 entertainment computing, pp. 562-571, Springer, 2012, ISSN: 0302-9743.
Abstract | Links | BibTeX | Tags: Gamification, Mobile apps, noise pollution
@inproceedings{GarciaMarti2012,
title = {Mobile Application for Noise Pollution Monitoring through Gamification Techniques},
author = {Irene García-Martí and Luis Enrique Rodríguez-Pupo and Mauricia Benedito-Bordonau and Sergio Trilles-Oliver and Arturo Beltrán-Fonollosa and Laura Díaz-Sánchez and Joaquín Huerta-Guijarro},
editor = {M. Herrlich and R. Malaka and M. Masuch},
url = {http://link.springer.com/10.1007/978-3-642-33542-6_74},
doi = {10.1007/978-3-642-33542-6_74},
issn = {0302-9743},
year = {2012},
date = {2012-01-01},
booktitle = {ICEC 2012 entertainment computing},
pages = {562-571},
publisher = {Springer},
abstract = {Full data coverage of urban environments is crucial to monitor the status of the area to detect, for instance, trends and detrimental environmental changes. Collecting observations related to environmental factors such as noise pollution in urban environments through classical approaches implies the deployment of Sensor Networks. The cost of deployment and maintenance of such infrastructure might be relatively high for local and regional governments. On the other hand recent mass-market mobile devices such as smartphones are full of sensors. For instance, it is possible to perform measurements of noise through its microphone. Therefore they become low-cost measuring devices that many citizens have in their pocket. In this paper we present an approach for gathering noise pollution data by using mobile applications. The applications are designed following gamification techniques to encourage users to participate using their personal smartphones. In this way the users are involved in taking and sharing noise pollution measurements in their cities that other stakeholders can use in their analysis and decision making processes},
keywords = {Gamification, Mobile apps, noise pollution},
pubstate = {published},
tppubtype = {inproceedings}
}