Tomi Mäntylä, Ilmari Lahti, H. Ketamo, Mika Luimula, J. Smed
{"title":"设计现实指南","authors":"Tomi Mäntylä, Ilmari Lahti, H. Ketamo, Mika Luimula, J. Smed","doi":"10.1109/VS-Games.2014.7012154","DOIUrl":null,"url":null,"abstract":"Reality guides aim at assisting, teaching or supporting the user in the real world. Among other things they are used to illustrate history, to educate students or to provide services to visitors. In this paper, we introduce three concept applications for reality guides related to history, entertainment and education. We reflect their design to theoretical frameworks on gameness and narrativity. We also present practical considerations related to the quality of content that affect the implementation of reality guide applications.","PeriodicalId":428014,"journal":{"name":"2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"47 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2014-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":"{\"title\":\"Designing Reality Guides\",\"authors\":\"Tomi Mäntylä, Ilmari Lahti, H. Ketamo, Mika Luimula, J. Smed\",\"doi\":\"10.1109/VS-Games.2014.7012154\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Reality guides aim at assisting, teaching or supporting the user in the real world. Among other things they are used to illustrate history, to educate students or to provide services to visitors. In this paper, we introduce three concept applications for reality guides related to history, entertainment and education. We reflect their design to theoretical frameworks on gameness and narrativity. We also present practical considerations related to the quality of content that affect the implementation of reality guide applications.\",\"PeriodicalId\":428014,\"journal\":{\"name\":\"2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)\",\"volume\":\"47 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2014-09-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/VS-Games.2014.7012154\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/VS-Games.2014.7012154","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Reality guides aim at assisting, teaching or supporting the user in the real world. Among other things they are used to illustrate history, to educate students or to provide services to visitors. In this paper, we introduce three concept applications for reality guides related to history, entertainment and education. We reflect their design to theoretical frameworks on gameness and narrativity. We also present practical considerations related to the quality of content that affect the implementation of reality guide applications.