Leveraging Pervasive Games for Tourism

Author(s):  
Rui Nóbrega ◽  
João Jacob ◽  
António Coelho ◽  
João Ribeiro ◽  
Jessika Weber ◽  
...  

Creating an augmented reality (AR) urban tourism application presents several interactivity challenges on how to convey an engaging multimedia experience on-site. This article describes a methodology for fast prototyping of multimedia mobile applications dedicated to urban tourism storytelling with special focus on AR techniques. Following the lessons learned in previous applications the systematic creation of location-based augmented reality (LBAR) applications is explored in this article. The goal is to create serious games for tourism that follow a main narrative but where the story can automatically adapt itself to the current location of the player, assimilate possible detours and allow posterior out-of-location playback. Adaptable stories can use dynamic information from map sources such as points of interest (POI), elevation or virtual buildings. The article discusses and presents solutions for media acquisition, interactive storytelling, game-design interface and multi-disciplinary coordination for mobile app development.

10.2196/16289 ◽  
2020 ◽  
Vol 7 (2) ◽  
pp. e16289
Author(s):  
Alan Davies ◽  
Julia Mueller ◽  
Jean Hennings ◽  
Ann-Louise Caress ◽  
Caroline Jay

Background Gaps exist between developers, commissioners, and end users in terms of the perceived desirability of different features and functionalities of mobile apps. Objective The objective of this study was to co-design a prototype mobile app for people with chronic obstructive pulmonary disease (COPD). We present lessons learned and recommendations from working on a large project with various stakeholders to develop a mobile app for patients with COPD. Methods We adopted a user-centered, participatory approach to app development. Following a series of focus groups and interviews to capture requirements, we developed a prototype app designed to enable daily symptom recording (experience sampling). The prototype was tested in a usability study applying the think aloud protocol with people with COPD. It was then released via the Android app store, and experience sampling data and event data were captured to gather further usability data. Results A total of 5 people with COPD participated in the pilot study. Identified themes include familiarity with technology, appropriate levels for feeding back information, and usability issues such as manual dexterity. Moreover, 37 participants used the app over a 4-month period (median age 47 years). The symptoms most correlated to perceived well-being were tiredness (r=0.61; P<.001) and breathlessness (r=0.59; P<.001). Conclusions Design implications for COPD apps include the need for clearly labeled features (rather than relying on colors or symbols that require experience using smartphones), providing weather information, and using the same terminology as health care professionals (rather than simply lay terms). Target users, researchers, and developers should be involved at every stage of app development, using an iterative approach to build a prototype app, which should then be tested in controlled settings as well as in the wild (ie, when deployed and used in real-world settings) over longer periods.


2019 ◽  
Author(s):  
Alan Davies ◽  
Julia Mueller ◽  
Jean Hennings ◽  
Ann-Louise Caress ◽  
Caroline Jay

BACKGROUND Gaps exist between developers, commissioners, and end users in terms of the perceived desirability of different features and functionalities of mobile apps. OBJECTIVE The objective of this study was to co-design a prototype mobile app for people with chronic obstructive pulmonary disease (COPD). We present lessons learned and recommendations from working on a large project with various stakeholders to develop a mobile app for patients with COPD. METHODS We adopted a user-centered, participatory approach to app development. Following a series of focus groups and interviews to capture requirements, we developed a prototype app designed to enable daily symptom recording (experience sampling). The prototype was tested in a usability study applying the <i>think aloud</i> protocol with people with COPD. It was then released via the Android app store, and experience sampling data and event data were captured to gather further usability data. RESULTS A total of 5 people with COPD participated in the pilot study. Identified themes include familiarity with technology, appropriate levels for feeding back information, and usability issues such as manual dexterity. Moreover, 37 participants used the app over a 4-month period (median age 47 years). The symptoms most correlated to perceived well-being were <i>tiredness</i> (<i>r</i>=0.61; <i>P</i>&lt;.001) and <i>breathlessness</i> (<i>r</i>=0.59; <i>P</i>&lt;.001). CONCLUSIONS Design implications for COPD apps include the need for clearly labeled features (rather than relying on colors or symbols that require experience using smartphones), providing weather information, and using the same terminology as health care professionals (rather than simply lay terms). Target users, researchers, and developers should be involved at every stage of app development, using an iterative approach to build a prototype app, which should then be tested in controlled settings as well as <i>in the wild</i> (ie, when deployed and used in real-world settings) over longer periods.


2018 ◽  
Vol 65 ◽  
pp. 250-260 ◽  
Author(s):  
José Miguel Mota ◽  
Iván Ruiz-Rube ◽  
Juan Manuel Dodero ◽  
Inmaculada Arnedillo-Sánchez

2014 ◽  
Author(s):  
Christine F. Noonan ◽  
Michael J. Henry ◽  
Courtney D. Corley

2019 ◽  
Vol 12 (3) ◽  
pp. 133-166 ◽  
Author(s):  
Alexander Gradel ◽  
Gerelbaatar Sukhbaatar ◽  
Daniel Karthe ◽  
Hoduck Kang

The natural conditions, climate change and socio-economic challenges related to the transformation from a socialistic society towards a market-driven system make the implementation of sustainable land management practices in Mongolia especially complicated. Forests play an important role in land management. In addition to providing resources and ecosystem functions, Mongolian forests protect against land degradation.We conducted a literature review of the status of forest management in Mongolia and lessons learned, with special consideration to halting deforestation and degradation. We grouped our review into seven challenges relevant to developing regionally adapted forest management systems that both safeguard forest health and consider socio-economic needs. In our review, we found that current forest management in Mongolia is not always sustainable, and that some practices lack scientific grounding. An overwhelming number of sources noticed a decrease in forest area and quality during the last decades, although afforestation initiatives are reported to have increased. We found that they have had, with few exceptions, only limited success. During our review, however, we found a number of case studies that presented or proposed promising approaches to (re-)establishing and managing forests. These studies are further supported by a body of literature that examines how forest administration, and local participation can be modified to better support sustainable forestry. Based on our review, we conclude that it is necessary to integrate capacity development and forest research into holistic initiatives. A special focus should be given to the linkages between vegetation cover and the hydrological regime.


10.28945/2207 ◽  
2015 ◽  
Vol 10 ◽  
pp. 021-035 ◽  
Author(s):  
Yan Lu ◽  
Joseph T. Chao ◽  
Kevin R. Parker

This project shows a creative approach to the familiar scavenger hunt game. It involved the implementation of an iPhone application, HUNT, with Augmented Reality (AR) capability for the users to play the game as well as an administrative website that game organizers can use to create and make available games for users to play. Using the HUNT mobile app, users will first make a selection from a list of games, and they will then be shown a list of objects that they must seek. Once the user finds a correct object and scans it with the built-in camera on the smartphone, the application will attempt to verify if it is the correct object and then display associated multi-media AR content that may include images and videos overlaid on top of real world views. HUNT not only provides entertaining activities within an environment that players can explore, but the AR contents can serve as an educational tool. The project is designed to increase user involvement by using a familiar and enjoyable game as a basis and adding an educational dimension by incorporating AR technology and engaging and interactive multimedia to provide users with facts about the objects that they have located


2016 ◽  
Author(s):  
Peter J. Voice ◽  
◽  
Thomas Howe ◽  
Heather L. Petcovic

Author(s):  
Johny Pretell Cruzado ◽  
Tatiana Llajaruna Cespedes ◽  
Gian Pierre Bohorquez Coria ◽  
Jose Luis Herrera Salazar
Keyword(s):  

2021 ◽  
Vol 13 (11) ◽  
pp. 5985
Author(s):  
Bryan Weichelt ◽  
Jeffrey VanWormer ◽  
Yin Xu ◽  
Chris Kadolph ◽  
Simon Lin

Cardiovascular disease (CVD) is a major public health concern in the United States. In response to the federally sponsored Million Hearts Risk Check Challenge, a team of programmers, software developers, health-information technologists, and clinicians in an integrated healthcare system in Wisconsin collaborated to develop Heart Health MobileTM (HHM), designed to improve awareness of cardiovascular disease risk and promote risk factor control among users. This paper outlines the development processes and highlights key lessons learned for mobile health applications. An agile project management methodology was used to dedicate adequate resources and employ adaptive planning and iterative development processes with a self-organized, cross-functional team. The initial HHM iOS app was developed and tested, and after additional modifications, gamified and HTML 5 versions of the app were released. The development of an iOS app is low in cost and sustainable by a healthcare system. Future app modifications to enhance data security and link self-reported cardiovascular risk assessment data to patient medical records may improve performance, patient relevance, and clinician acceptance of HHM in the primary-care setting. Legal and institutional barriers regarding the capture and analyses of protected health information must be mitigated to fully capture, analyze, and report patient health outcomes for future studies.


Author(s):  
Nina Ferreri ◽  
Christopher B. Mayhorn

As digital technology develops, users create expectations for performance that may be violated when malfunctions occur. This project examined how priming expectations of technology performance (high v. low v. no) and experiences of technology malfunction (present v. not present) can influence feelings of frustration and performance on a task. A preliminary sample of 42 undergraduate participants completed a QR code scavenger hunt using the augmented reality mobile app, ARIS. Following the task, participants reported what they found for each scavenger hunt clue, their responses to failures in digital technology, and technology acceptance attitudes. Several factorial ANOVAs revealed a main effect for expectation on adaptive items of the RFDT scale and a main effect for malfunction on performance level. This suggests a potential contradiction between attitudes and behaviors when considering a common scenario involving technology.


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