Pervasive Games and Critical Applications

  • Isabelle Astic
  • , Coline Aunis
  • , Jérome Dupire
  • , Viviane Gal
  • , Eric Gressier-Soudan
  • , Christophe Pitrey
  • , Matthieu Roy
  • , Françoise Sailhan
  • , Michel Simatic
  • , Alexandre Topol
  • , Emanuel Zaza

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

Abstract

This chapter first introduces the preliminary concepts of pervasive games by describing two variants of pervasive games. Taking technical applications as a starting point, the chapter addresses the main challenges relating to the design, development and evaluation of pervasive games "Plug: Secrets of the Museum (PSM)" and "SoundPark". The chapter then talks about two critical ubiquitous applications. The first aim is to facilitate diagnosis of road accidents by providing a system of distributed black boxes on communicating vehicles. The second aim is to guide firefighters toward artwork that needs to be saved during a fire in a museum. These two applications have their critical character in common, and their specification and design is therefore subject to particular attention and extensive experimentation for the former. The chapter concludes with a summary of the challenges and promising research directions.

Original languageEnglish
Title of host publicationComputer Science and Ambient Intelligence
PublisherJohn Wiley and Sons
Pages263-284
Number of pages22
ISBN (Print)9781848214378
DOIs
Publication statusPublished - 20 Feb 2013
Externally publishedYes

Keywords

  • Distributed black box
  • Pervasive games
  • Safeguarding heritage

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