Gustavo Martins, Rosiane de Freitas, Bruno F. Gadelha
{"title":"A mobile game based on participatory sensing with real-time client-server architecture for large entertainment events","authors":"Gustavo Martins, Rosiane de Freitas, Bruno F. Gadelha","doi":"10.1109/CLEI52000.2020.00045","DOIUrl":null,"url":null,"abstract":"Using mobile devices is part of modern daily life for communication, work, and leisure. Its use in entertainment events such as music concert and sports games is easily noted. Thus, in this work, we investigate how these devices can increase engagement in entertainment events. For this, we developed a collaborative game called Cabo DIGuerra that uses motion and audio sensors in an interactive dynamic with the audience using concepts from Mobile Crowd Sensing and User eXperience. The game was evaluated through experimental studies both in a controlled environment and in real use scenarios of the application, highlighting its educational potential beyond entertainment.","PeriodicalId":413655,"journal":{"name":"2020 XLVI Latin American Computing Conference (CLEI)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2020 XLVI Latin American Computing Conference (CLEI)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CLEI52000.2020.00045","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
Using mobile devices is part of modern daily life for communication, work, and leisure. Its use in entertainment events such as music concert and sports games is easily noted. Thus, in this work, we investigate how these devices can increase engagement in entertainment events. For this, we developed a collaborative game called Cabo DIGuerra that uses motion and audio sensors in an interactive dynamic with the audience using concepts from Mobile Crowd Sensing and User eXperience. The game was evaluated through experimental studies both in a controlled environment and in real use scenarios of the application, highlighting its educational potential beyond entertainment.