scholarly journals A experiência urbana e apropriação espacial a partir do jogo de realidade aumentada (ARG) Ingress

ILUMINURAS ◽  
2014 ◽  
Vol 15 (36) ◽  
Author(s):  
Breno Maciel Souza Reis

Este artigo busca refletir acerca da experiência urbana nas cidades contemporâneas a partir da mediação do jogo móvel locativo para smartphones e tablets Ingress. Partindo de uma perspectiva teórico-metodológica que considera a multiplicidade de apropriações e usos possíveis do espaço urbano e admite o uso da cidade com propósitos lúdicos, apresentamos como objeto o augmented reality game (jogo de realidade aumentada, ou ARG) em questão. Para isso, utilizaremos a antropologia urbana conforme proposta por Rocha e Eckert (2013a;2013c) , voltada a uma etnografia de rua como viés metodológico para a captura das possibilidades lúdicas de experiência citadina por parte dos sujeitos, em um contexto de artefatos digitais conectados em redes informacionais que se relacionam com objetos, o próprio espaço físico e suas camadas materiais e simbólicas.Palavras-chave: Antropologia Urbana. Jogos digitais. Jogos de realidade aumentada. Tecnologias móveis de comunicação e informação.The urban experience and spatial appropriation from the augmented reality game (ARG) IngressAbstractThis article aims to reflect about the urban experience in contemporary cities from the mediation of locative mobile game Ingress, available for smartphones and tablets. From a theoretical and methodological perspective that considers the multitude of possible uses and appropriations of urban space and admits the use of the city with recreational purposes, we take as object of study the augmented reality game (ARG) in question. Therefore, we use the urban anthropology as proposed by Rocha and Eckert (2013a, 2013c), facing a street ethnography as a methodological bias to catch the playful possibilities of city experience of the subjects, in a context of connected artifacts in digital and informational networks that relate to objects themselves, the physical space and their material and symbolic layers.Keywords: Urban Anthropology. Digital games. Augmented reality games. Mobile technologies of communication and information. 

Author(s):  
Alena Mesárošová ◽  
Manuel Ferrer Hernández

In this article the authors will present the uniqueness of the Augmented Reality game technology within the context of the process of hybridization of contemporaneous city and its derivative changes in the relationship between citizen and city. The authors will review the Augmented Reality game by approaching it from the different focuses. They will discuss the themes like aesthetics, gamification, gamespace classification and mobile application development challenges related to the Augmented Reality games. The own project ARecycleNOID, the Augmented Reality art game in the hybrid urban space will be presented and analyzed in the terms of the creation of the experimental urban interactive environment. A new form of game experiences the city.


2022 ◽  
pp. 321-343
Author(s):  
Lúcia Pombo ◽  
Margarida Morais Marques ◽  
Luís Afonso ◽  
Paulo Dias ◽  
Joaquim Madeira

There is a discussion on the potential of augmented reality (AR), mobile technologies to enhance learning. This article presents: 1) the EduPARK project's first cycle of design-based research for the development of a mobile AR game-like app that aims to promote learning in an urban park, and 2) an experience of students using it in loco. The focus is the students' perceptions regarding the usability and functionality of the app. Data collection involved focus groups, questionnaires and app usage information. Data was submitted to content analysis and descriptive statistics. Results revealed an excellent usability of the EduPARK app, with an average system usability scale of 85.6. Overall, students reported that the app was enjoyable, easy to use and promoted learning; however, improvements and more evaluation experiences are needed to better understand mobile AR game-like learning in urban parks.


2002 ◽  
Vol 1 (3) ◽  
pp. 292-313 ◽  
Author(s):  
Hille Koskela

Deriving from Foucault’s work, space is understood to be crucial in explaining social power relations. However, not only is space crucial to the exercise of power but power also creates a particular kind of space. Through surveillance cameras the panoptic technology of power is electronically extended. The article examines parallelisms and differences with the Panopticon and contemporary cities: visibility, unverifiability, contextual control, absence of force and internalisation of control. Surveillance is examined as an emotional event, which is often ambivalent or mutable, without sound dynamic of security and insecurity nor power and resistance. Control seems to become dispersed and the ethos of mechanistic discipline replaced by flexible power structures. Surveillance becomes more subtle and intense, fusing material urban space and cyberspace. This makes it impossible to understand the present forms of control via analysing physical space. Rather, space is to be understood as fundamentally social, mutable, fluid and unmappable – ‘like a sparkling water’. The meaning of documentary accumulation changes with the ‘digital turn’ which enables social sorting. The popularity of ‘webcams’ demonstrate that there is also fascination in being seen. The amount of the visual representations expands as they are been circulated globally. Simultaneously the individuals increasingly ‘disappear’ in the ‘televisualisation’ of their lives. The individual urban experience melts to the collective imagination of the urban. It is argued that CCTV is a bias: surveillance systems are presented as ‘closed’ but, eventually, are quite the opposite. We are facing ‘the cam era’ – an era of endless representations.


2021 ◽  
Author(s):  
◽  
Steven Lam

<p>This thesis examines how mobile technologies can contribute towards bridging physical and virtual space through interactive, and location-specific, media experiences. Building on a research analysis of contextual discussions and precedents, it is noticeable that there is a discord between physical and virtual space usage as they are often utilised in different situational settings. This thesis therefore develops a mobile application as a wider investigation into how the physical setting and live data can be used to achieve a better link for contextualised content between the physical and virtual in urban areas. It explores this by making a location specific media experience, where the limits of the physical space are incorporated as boundaries in the virtual environment. Further to this, live data is used to influence the dynamics of the environment so that conditions are reflective of the physical world. These investigations are utilised with Augmented Reality, providing an end application that allows the viewer to physically explore urban space within an interactive mobile media experience. This approach offers a new perspective in urban space exploration and mobile media design, highlighting that contextual significance in media experiences are important aspects to consider and design for. Ultimately, such approaches may lead to larger narratives and experiences encompassing entire cities, or other diverse geographies.</p>


2018 ◽  
pp. 312-323
Author(s):  
Alena Mesárošová ◽  
Manuel Ferrer Hernández

In this article the authors will present the uniqueness of the Augmented Reality game technology within the context of the process of hybridization of contemporaneous city and its derivative changes in the relationship between citizen and city. The authors will review the Augmented Reality game by approaching it from the different focuses. They will discuss the themes like aesthetics, gamification, gamespace classification and mobile application development challenges related to the Augmented Reality games. The own project ARecycleNOID, the Augmented Reality art game in the hybrid urban space will be presented and analyzed in the terms of the creation of the experimental urban interactive environment. A new form of game experiences the city.


2019 ◽  
Vol 11 (4) ◽  
pp. 59-79 ◽  
Author(s):  
Lúcia Pombo ◽  
Margarida Morais Marques ◽  
Luís Afonso ◽  
Paulo Dias ◽  
Joaquim Madeira

There is a discussion on the potential of augmented reality (AR), mobile technologies to enhance learning. This article presents: 1) the EduPARK project's first cycle of design-based research for the development of a mobile AR game-like app that aims to promote learning in an urban park, and 2) an experience of students using it in loco. The focus is the students' perceptions regarding the usability and functionality of the app. Data collection involved focus groups, questionnaires and app usage information. Data was submitted to content analysis and descriptive statistics. Results revealed an excellent usability of the EduPARK app, with an average system usability scale of 85.6. Overall, students reported that the app was enjoyable, easy to use and promoted learning; however, improvements and more evaluation experiences are needed to better understand mobile AR game-like learning in urban parks.


2021 ◽  
Author(s):  
◽  
Steven Lam

<p>This thesis examines how mobile technologies can contribute towards bridging physical and virtual space through interactive, and location-specific, media experiences. Building on a research analysis of contextual discussions and precedents, it is noticeable that there is a discord between physical and virtual space usage as they are often utilised in different situational settings. This thesis therefore develops a mobile application as a wider investigation into how the physical setting and live data can be used to achieve a better link for contextualised content between the physical and virtual in urban areas. It explores this by making a location specific media experience, where the limits of the physical space are incorporated as boundaries in the virtual environment. Further to this, live data is used to influence the dynamics of the environment so that conditions are reflective of the physical world. These investigations are utilised with Augmented Reality, providing an end application that allows the viewer to physically explore urban space within an interactive mobile media experience. This approach offers a new perspective in urban space exploration and mobile media design, highlighting that contextual significance in media experiences are important aspects to consider and design for. Ultimately, such approaches may lead to larger narratives and experiences encompassing entire cities, or other diverse geographies.</p>


2020 ◽  
Vol 27 (1) ◽  
pp. 1-30 ◽  
Author(s):  
Fabio Zambetta ◽  
William Raffe ◽  
Marco Tamassia ◽  
Florian ’Floyd‚ Mueller ◽  
Xiaodong Li ◽  
...  

Author(s):  
Mara Regina do Nascimento

Este artigo propõe-se a ser uma colaboração com os estudos dedicados às irmandades religiosas brasileiras, na sua face regional. A linha de pensamento adotada toma a cidade, a experiência urbana e as ditas associações religiosas como instâncias sociais intimamente relacionadas e interdependentes. Durante o século XIX, a irmandade gestora da Santa Casa de Misericórdia em Porto Alegre cumpria um papel fundamental não apenas para a composição material de seu espaço, mas igualmente para conferir-lhe o status de importante cidade dentro do mosaico urbano que compunha o Império brasileiro. Tomando por base o histórico de ações concretas da irmandade, como a construção do Hospital, as iniciativas para a caridade e filantropia e a promoção das festas litúrgicas, este artigo analisa o vínculo indissociável entre o associativismo católico e o estilo de vida urbano dos setecentos e oitocentos. Palavras-chave: Irmandades Religiosas. Santa Casa de Misericórdia. Cultura Urbana.AbstractThis paper intends to collaborate with other works dedicated to the study of brazilian religious brotherhoods, in their regional aspect. The line of thought  adopted takes the city, the urban experience and the religious associations above mentioned as closely related and interdependent social instances. During the XIX century, the brotherhood in charge of the Holy House of Mercy in the city of Porto Alegre played a fundamental role, not just in the material composition of the urban space, but also in giving it the status of an important city within the urban mosaic comprised by the Brazilian Empire. Based on the (historic of) concrete actions of this brotherhood, as were the construction of the Hospital, the creation of a social representation for the notion of charity, and the promotion of liturgic feasts, this article analyses the unbreakable bond between catholic associativism and the urban lifestyle of the XVIII and XIX centuries.Keywords: Religious Brotherhoods. Holy House of Mercy. Urban Culture. 


2018 ◽  
Vol 116 ◽  
pp. 49-63 ◽  
Author(s):  
Alberto Ruiz-Ariza ◽  
Rafael Antonio Casuso ◽  
Sara Suarez-Manzano ◽  
Emilio J. Martínez-López

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