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Making smart cities more playable : exploring playable cities / edited by Anton Nijholt

Contributor(s): Nijholt, Anton, editor
Series: (Gaming Media and Social Effects, 2197-9685); (Intelligent Technologies and Robotics (Springer-42732)).Publisher: Singapore : Springer Singapore : Imprint: Springer, 2020Edition: First edition.Description: 1 recurso en línea (XI, 377 páginas) : 124 ilustraciones, 119 ilustraciones a color.ISBN: 9789811397653.Subject: Ciudades inteligentes | Urbanismo -- Innovaciones tecnológicas | Urbanismo -- Aspectos socialesOnline resources: Acceso a este recurso digital (usuarios Universidad Europea de Madrid)Digital Resources Abstract: 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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Holdings
Item type Current library Collection Call number Status Date due Barcode Item holds
LIBRO-E NO PRÉSTAMO LIBRO-E NO PRÉSTAMO Madrid Digital Acceso Electrónico (UEM) Ciencias Sociales HT153 2020 EB (Browse shelf(Opens below)) Acceso electrónico eBook07112112
Total holds: 0

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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