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Making smart cities more playable = ...
~
Nijholt, Anton.
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Making smart cities more playable = exploring playable cities /
Record Type:
Electronic resources : Monograph/item
Title/Author:
Making smart cities more playable/ edited by Anton Nijholt.
Reminder of title:
exploring playable cities /
other author:
Nijholt, Anton.
Published:
Singapore :Springer Singapore : : 2020.,
Description:
xi, 377 p. :ill., digital ;24 cm.
Contained By:
Springer eBooks
Subject:
Smart cities - Social aspects. -
Online resource:
https://doi.org/10.1007/978-981-13-9765-3
ISBN:
9789811397653
Making smart cities more playable = exploring playable cities /
Making smart cities more playable
exploring playable cities /[electronic resource] :edited by Anton Nijholt. - Singapore :Springer Singapore :2020. - xi, 377 p. :ill., digital ;24 cm. - Gaming media and social effects,2197-9685. - Gaming media and social effects..
This book explores the ways in which the broad range of technologies that make up the smart city infrastructure can be harnessed to incorporate more playfulness into the day-to-day activities that take place within smart cities, making them not only more efficient but also more enjoyable for the people who live and work within their confines. The book addresses various topics that will be of interest to playable cities stakeholders, including the human-computer interaction and game designer communities, computer scientists researching sensor and actuator technology in public spaces, urban designers, and (hopefully) urban policymakers. This is a follow-up to another book on Playable Cities edited by Anton Nijholt and published in 2017 in the same book series, Gaming Media and Social Effects.
ISBN: 9789811397653
Standard No.: 10.1007/978-981-13-9765-3doiSubjects--Topical Terms:
3443388
Smart cities
--Social aspects.
LC Class. No.: HT153 / .M35 2020
Dewey Class. No.: 307.1216
Making smart cities more playable = exploring playable cities /
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This book explores the ways in which the broad range of technologies that make up the smart city infrastructure can be harnessed to incorporate more playfulness into the day-to-day activities that take place within smart cities, making them not only more efficient but also more enjoyable for the people who live and work within their confines. The book addresses various topics that will be of interest to playable cities stakeholders, including the human-computer interaction and game designer communities, computer scientists researching sensor and actuator technology in public spaces, urban designers, and (hopefully) urban policymakers. This is a follow-up to another book on Playable Cities edited by Anton Nijholt and published in 2017 in the same book series, Gaming Media and Social Effects.
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Intelligent Technologies and Robotics (Springer-42732)
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W9388593
電子資源
11.線上閱覽_V
電子書
EB HT153 .M35 2020
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