Pervasive games: bringing computer entertainment back to the real world
By C. Magerkurth, Adrian David Cheok, Regan L. Mandryk, Trond Nilsen. Conference on Computability in Europe, 2005
427 citations recorded by the source corpus.
Subfields: Computer Vision and Pattern Recognition, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/64a61771722c85c2951f05e737fad33770032d3b
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In Computer Vision and Pattern Recognition
In Human-Computer Interaction
Citations in the corpus
- A continuous and objective evaluation of emotional experience with interactive play environments (2006, methodology): “Emerging technologies in ubiquitous computing offer exciting new interface opportunities for entertainment technology, as evidenced in a recent growth in the number of conference workshops and research articles devoted to this topic (see [2, 16]).”
- Incentives for Mobile Crowd Sensing: A Survey (2016, background): “The incentives of entertainment in mobile sensing tasks are inspired by location-based mobile games [17]–[19], which”