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Smart, Affective, and Playable Cities

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Interactivity, Game Creation, Design, Learning, and Innovation (ArtsIT 2018, DLI 2018)

Abstract

This is a short paper accompanying a keynote talk on playable cities at the 2018 ArtsIT conference in Braga, Portugal. We discuss smart, playable, and affective cities from the viewpoints of on the one hand how a city can be perceived and experienced by its citizens and on the other hand how the city perceives (monitors) its citizens. Both viewpoints assume sensors, actuators and computing systems embedded in urban environments. The viewpoints are illustrated with examples from smart cities, affective cities and playable cities.

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Notes

  1. 1.

    https://www.scmp.com/week-asia/business/article/2137838/south-koreas-smart-city-songdo-not-quite-smart-enough.

  2. 2.

    https://sidewalktoronto.ca/.

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Acknowledgements

I’m grateful to the ArtsIT 2018 organizers for inviting me to give a keynote talk on playable cities. This short paper accompanies this keynote talk.

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Correspondence to Anton Nijholt .

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© 2019 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering

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Nijholt, A. (2019). Smart, Affective, and Playable Cities. In: Brooks, A., Brooks, E., Sylla, C. (eds) Interactivity, Game Creation, Design, Learning, and Innovation. ArtsIT DLI 2018 2018. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 265. Springer, Cham. https://doi.org/10.1007/978-3-030-06134-0_17

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  • DOI: https://doi.org/10.1007/978-3-030-06134-0_17

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-06133-3

  • Online ISBN: 978-3-030-06134-0

  • eBook Packages: Computer ScienceComputer Science (R0)

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