Pok 'emon Go has received unprecedented media coverage for a location-based game that uses augmented reality techniques. The game has been commonly associated with greater access to public spaces, increasing the number of people out on the streets, and generally improving health, social, and security indices. However, the true impact of Pok 'emon Go on people's mobility patterns in a city is still largely unknown. In this paper we perform a natural experiment using data from mobile networks to evaluate the effect of Pok 'emon Go on the pulse of a big city: Santiago of Chile. We found a significant effect of Pok 'emon Go on the floating population of Santiago: up to 13.8 more people being outside at certain times, even if they do not seem to go out of their usual way. These effects at specific times were found by performing several regressions using count models over snapshots of the cell phone network. The effect is significant after controlling for land use, daily patterns, and points of interest in the city. Particularly, we found that, in business days, there is more people on the street at commuting times, meaning that people did not change their daily routines but slightly adapted them to play the game. Conversely, on Saturday and Sunday night, people indeed went out to play to places nearby their homes. Even if the statistical effects of the game do not reflect the massive reach portrayed by the media, it still allowed the streets to become a new place for people to spend time in. This is important, because results like these are expected to inform long-term infrastructure investments by city officials, jointly with public policies aimed at, for example, stimulating pedestrian traffic or suggesting alternative routes. Our work supports the notion that location-based games like Pok 'emon Go have benefits for the life in the city.
Augmented Reality and Location-based Games The effects of augmented reality games and applications within the city have been anticipated for more than one decade @cite_41 @cite_49 . However, the limits in mainstream hardware have impeded their general implementation adoption at different times. Most studies about the impact of those games have been small-scale only @cite_24 . Even though smartphone technology has allowed location-based augmented reality games to become more commonplace in the last few years, until the launch of Pokémon Go, they still lacked the cultural impact needed to have a considerable effect on the city. As Frank Lantz is quoted in @cite_16 , in relation to the game PacManhattan: @cite_32 . Since as we discussed above, Pokémon is one of the most successful media franchises in the world @cite_1 , it enables the unique opportunity to study both, the impact of a location-based augmented reality game; and the effect of an intervention at the city scale when it comes to population mobility.
@cite_41 @cite_1 @cite_32 @cite_24 @cite_49 @cite_16
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While the knowledge economy has reshaped the world, schools lag behind in producing appropriate learning for this social change. Science education needs to prepare students for a future world in which multiple representations are the norm and adults are required to “think like scientists.” Location-based augmented reality games offer an opportunity to create a “post-progressive” pedagogy in which students are not only immersed in authentic scientific inquiry, but also required to perform in adult scientific discourses. This cross-case comparison as a component of a design-based research study investigates three cases (roughly 28 students total) where an Augmented Reality curriculum, Mad City Mystery, was used to support learning in environmental science. We investigate whether augmented reality games on handhelds can be used to engage students in scientific thinking (particularly argumentation), how game structures affect students’ thinking, the impact of role playing on learning, and the role of the physical environment in shaping learning. We argue that such games hold potential for engaging students in meaningful scientific argumentation. Through game play, players are required to develop narrative accounts of scientific phenomena, a process that requires them to develop and argue scientific explanations. We argue that specific game features scaffold this thinking process, creating supports for student thinking non-existent in most inquiry-based learning environments. This article gives an introduction and overview of the field of pervasive gaming, an emerging genre in which traditional, real-world games are augmented with computing functionality, or, depending on the perspective, purely virtual computer entertainment is brought back to the real world.The field of pervasive games is diverse in the approaches and technologies used to create new and exciting gaming experiences that profit by the blend of real and virtual game elements. We explicitly look at the pervasive gaming sub-genres of smart toys, affective games, tabletop games, location-aware games, and augmented reality games, and discuss them in terms of their benefits and critical issues, as well as the relevant technology base. The purpose of this meta-analysis is to examine overall effect as well as the impact of selected instructional design principles in the context of virtual reality technology-based instruction (i.e. games, simulation, virtual worlds) in K-12 or higher education settings. A total of 13 studies (N?=?3081) in the category of games, 29 studies (N?=?2553) in the category of games, and 27 studies (N?=?2798) in the category of virtual worlds were meta-analyzed. The key inclusion criteria were that the study came from K-12 or higher education settings, used experimental or quasi-experimental research designs, and used a learning outcome measure to evaluate the effects of the virtual reality-based instruction.Results suggest games (FEM?=?0.77; REM?=?0.51), simulations (FEM?=?0.38; REM?=?0.41), and virtual worlds (FEM?=?0.36; REM?=?0.41) were effective in improving learning outcome gains. The homogeneity analysis of the effect sizes was statistically significant, indicating that the studies were different from each other. Therefore, we conducted moderator analysis using 13 variables used to code the studies. Key findings included that: games show higher learning gains than simulations and virtual worlds. For simulation studies, elaborate explanation type feedback is more suitable for declarative tasks whereas knowledge of correct response is more appropriate for procedural tasks. Students performance is enhanced when they conduct the game play individually than in a group. In addition, we found an inverse relationship between number of treatment sessions learning gains for games.With regards to the virtual world, we found that if students were repeatedly measured it deteriorates their learning outcome gains. We discuss results to highlight the importance of considering instructional design principles when designing virtual reality-based instruction. A comprehensive review of virtual reality-based instruction research.Analysis of the moderation effects of design features in a virtual environment.Using an advance statistical technique of meta-analysis to study the effects.Virtual reality environment is effective for teaching in K-12 and higher education.Results can be used by instructional designers to design the virtual environments. The form factors of handheld computers make them increasingly popular among K-12 educators. Although some compelling examples of educational software for handhelds exist, we believe that the potential of this platform are just being discovered. This paper reviews innovative applications for mobile computing for both education and entertainment purposes, and then proposes a framework for approaching handheld applications we call “augmented reality educational gaming.” We then describe our development process in creating a development platform for augmented reality games that draws from rapid prototyping, learner-centered software, and contemporary game design methodologies. We provide a narrative case study of our development activities spread across five case studies with classrooms, and provide a design narrative explaining this development process and articulate an approach to designing educational software on emerging technology platforms. Pedagogical, design, and technical conclusions and implications are discussed. Historically, the play of digital games in public was restricted to certain locations such as arcades and cybercafes. The proliferation of personal, mobile, and digitally networked devices, however, has contributed to the ubiquity of digital games in contemporary culture, making them available for play anywhere, any time. This paper uses two examples to examine this recent shift to consider how play and digital games can contribute to revitalising the urban experience. The first examines the experience of playing digital games in urban cybercafes; and the second discusses the recent popular location–based gaming app for the iPhone, Shadow Cities . By contrasting the types of play that unfold in the situated but highly contingent environments of the cybercafe and the ‘hybrid’ space Shadow Cities’ massively multiplayer world, this paper argues that the historical role of play as the foundation for a vibrant and progressive city life is increasingly at stake in the shift towards pervasive, software–mediated gaming applications. Scholars are increasingly citing electronic “web references” which are not preserved in libraries or full text archives. WebCite is a new standard for citing web references. To “webcite” a document involves archiving the cited Web page through www.webcitation.org and citing the WebCite permalink instead of (or in addition to) the unstable live Web page. This journal has amended its “instructions for authors” accordingly, asking authors to archive cited Web pages before submitting a manuscript. Almost 200 other journals are already using the system. We discuss the rationale for WebCite, its technology, and how scholars, editors, and publishers can benefit from the service. Citing scholars initiate an archiving process of all cited Web references, ideally before they submit a manuscript. Authors of online documents and websites which are expected to be cited by others can ensure that their work is permanently available by creating an archived copy using WebCite and providing the citation information including the WebCite link on their Web document(s). Editors should ask their authors to cache all cited Web addresses (Uniform Resource Locators, or URLs) “prospectively” before submitting their manuscripts to their journal. Editors and publishers should also instruct their copyeditors to cache cited Web material if the author has not done so already. Finally, WebCite can process publisher submitted “citing articles” (submitted for example as eXtensible Markup Language [XML] documents) to automatically archive all cited Web pages shortly before or on publication. Finally, WebCite can act as a focussed crawler, caching retrospectively references of already published articles. Copyright issues are addressed by honouring respective Internet standards (robot exclusion files, no-cache and no-archive tags). Long-term preservation is ensured by agreements with libraries and digital preservation organizations. The resulting WebCite Index may also have applications for research assessment exercises, being able to measure the impact of Web services and published Web documents through access and Web citation metrics. @PARASPLIT [J Med Internet Res 2005;7(5):e60] Historically, papers have been physically bound to the journal in which they were published; but in the digital age papers are available individually, no longer tied to their respective journals. Hence, papers now can be read and cited based on their own merits, independently of the journal's physical availability, reputation, or impact factor (IF). We compare the strength of the relationship between journals' IFs and the actual citations received by their respective papers from 1902 to 2009. Throughout most of the 20th century, papers' citation rates were increasingly linked to their respective journals' IFs. However, since 1990, the advent of the digital age, the relation between IFs and paper citations has been weakening. This began first in physics, a field that was quick to make the transition into the electronic domain. Furthermore, since 1990 the overall proportion of highly cited papers coming from highly cited journals has been decreasing and, of these highly cited papers, the proportion not coming from highly cited journals has been increasing. Should this pattern continue, it might bring an end to the use of the IF as a way to evaluate the quality of journals, papers, and researchers. © 2012 Wiley Periodicals, Inc. A citing sentence is one that appears in a scientific article and cites previous work. Citing sentences have been studied and used in many applications. For example, they have been used in scientific paper summarization, automatic survey generation, paraphrase identification, and citation function classification. Citing sentences that cite multiple papers are common in scientific writing. This observation should be taken into consideration when using citing sentences in applications. For instance, when a citing sentence is used in a summary of a scientific paper, only the fragments of the sentence that are relevant to the summarized paper should be included in the summary. In this paper, we present and compare three different approaches for identifying the fragments of a citing sentence that are related to a given target reference. Our methods are: word classification, sequence labeling, and segment classification. Our experiments show that segment classification achieves the best results. We present a study of a mobile mixed reality game called Can You See Me Now? in which online players are chased through a virtual model of a city by ‘runners’ (professional performers equipped with GPS and WiFi technologies) who have to run through the actual city streets in order to catch the players. We present an ethnographic study of the game as it toured through two different cities and draws upon video recordings of online players, runners, technical support crew, and also on system logs of text communication. Our study reveals the diverse ways in which online players experienced the uncertainties inherent in GPS and WiFi, including being mostly unaware of them, but sometimes seeing them as problems, or treating the as a designed feature of the game, and even occasionally exploiting them within gameplay. In contrast, the runners and technical crew were fully aware of these uncertainties and continually battled against them through an ongoing and distributed process of orchestration. As a result, we encourage designers to deal with such uncertainties as a fundamental characteristic of location-based experiences rather than treating them as exceptions or bugs that might be ironed out in the future. We argue that designers should explicitly consider four potential states of being of a mobile participant: connected and tracked, connected but not tracked, tracked but not connected, and neither connected nor tracked. We then introduce five strategies that might be used to deal with uncertainty in these different states for different kinds of participant: remove it, hide it, manage it, reveal it, and exploit it. Finally, we present proposals for new orchestration interfaces that reveal the ‘seams’ in the underlying technical infrastructure by visualizing the recent performance of GPS and WiFi and predicting the likely future performance of GPS. Abstract Documents in computer-readable form can be used to provide information about other documents, i.e. those they cite. To do this efficiently requires procedures for computer recognition of citing statements. This is not easy, especially for multi-sentence citing statements. Computer recognition procedures have been developed which are accurate to the following extent: 73 of the words in statements selected by computer procedures as being citing statements are words which are correctly attributable to the corresponding documents. The retrieval effectiveness of computer-recognized citing statements was tested in the following way. First, for eight retrieval requests in inorganiic chemistry, average recall by search of Chemical Abstracts Service indexing and Chemical Abstracts abstract text words was found to be 50 . Words from citing statements referring to the papers to be retrieved were then added to the index terms and abstract words as additional access points, and searching was repeated. Average recall increased to 70 . Only words from citing statements published within a year of the cited papers were used. The retrieval effect of citing statement words alone (published within a year) without index or abstract terms was the following: average recall was 40 . When just the words of the titles of the cited papers were added to those citing statement words, average recall increased to 50 . In the following paper we offer a method for the a priori evaluation of the division of power among the various bodies and members of a legislature or committee system. The method is based on a technique of the mathematical theory of games, applied to what are known there as “simple games” and “weighted majority games.” We apply it here to a number of illustrative cases, including the United States Congress, and discuss some of its formal properties. The designing of the size and type of a legislative body is a process that may continue for many years, with frequent revisions and modifications aimed at reflecting changes in the social structure of the country; we may cite the role of the House of Lords in England as an example. The effect of a revision usually cannot be gauged in advance except in the roughest terms; it can easily happen that the mathematical structure of a voting system conceals a bias in power distribution unsuspected and unintended by the authors of the revision. How, for example, is one to predict the degree of protection which a proposed system affords to minority interests? Can a consistent criterion for “fair representation” be found? It is difficult even to describe the net effect of a double representation system such as is found in the U. S. Congress (i.e., by states and by population), without attempting to deduce it a priori . The method of measuring “power” which we present in this paper is intended as a first step in the attack on these problems. Augmented reality has been an active area ofresearch for the last two decades or so. This paper presents acomprehensive review of the recent literature on trackingmethods used in Augmented Reality applications, both forindoor and outdoor environments. After critical discussion ofthe methods used for tracking, the paper identifies limitations ofthe state-of-the-art techniques and suggests potential futuredirections to overcome the bottlenecks. This paper presents a framework which allows urban planners to navigate and interact with large datasets fused with social feeds in real-time, enhanced by a virtual reality (VR) capability, which further promotes the knowledge discovery process and allows to interact with urban data in natural yet immersive way. A challenge in urban planning is making decisions based on datasets which are many times ambiguous, together with effective use of newly available yet unstructured sources of information like social media. Providing expert users with novel ways of representing knowledge can be beneficial for decision making. Game engines have evolved into capable testbeds for novel visualization and interaction techniques. We therefore explore the possibility of using a modern game engine as a platform for knowledge representation in urban planning and how it can be used to model ambiguity. We also investigate how urban planners can benefit from immersion when it comes to data exploration and knowledge discovery. We apply the concept of using primitives to publicly available transportation datasets and social feeds of New York city, we discuss a gesture-based VR extension of our framework and lastly, we conclude the paper with feedback from expert users in urban planning and with an outlook of future challenges. We present a system that transforms a monocular video of a soccer game into a moving 3D reconstruction, in which the players and field can be rendered interactively with a 3D viewer or through an Augmented Reality device. At the heart of our paper is an approach to estimate the depth map of each player, using a CNN that is trained on 3D player data extracted from soccer video games. We compare with state of the art body pose and depth estimation techniques, and show results on both synthetic ground truth benchmarks, and real YouTube soccer footage. A large number of studies have been conducted during the last decade and a half attempting to identify those factors that contribute to information systems success. However, the dependent variable in these studies-I S success-has been an elusive one to define. Different researchers have addressed different aspects of success, making comparisons difficult and the prospect of building a cumulative tradition for I S research similarly elusive. To organize this diverse research, as well as to present a more integrated view of the concept of I S success, a comprehensive taxonomy is introduced. This taxonomy posits six major dimensions or categories of I S success-SYSTEM QUALITY, INFORMATION QUALITY, USE, USER SATISFACTION, INDIVIDUAL IMPACT, and ORGANIZATIONAL IMPACT. Using these dimensions, both conceptual and empirical studies are then reviewed a total of 180 articles are cited and organized according to the dimensions of the taxonomy. Finally, the many aspects of I S success are drawn together into a descriptive model and its implications for future I S research are discussed. Citation relationship between scientific publications has been successfully used for scholarly bibliometrics, information retrieval and data mining tasks, and citation-based recommendation algorithms are well documented. While previous studies investigated citation relations from various viewpoints, most of them share the same assumption that, if paper1 cites paper2 (or author1 cites author2), they are connected, regardless of citation importance, sentiment, reason, topic, or motivation. However, this assumption is oversimplified. In this study, we employ an innovative "context-rich heterogeneous network" approach, which paves a new way for citation recommendation task. In the network, we characterize 1) the importance of citation relationships between citing and cited papers, and 2) the topical citation motivation. Unlike earlier studies, the citation information, in this paper, is characterized by citation textual contexts extracted from the full-text citing paper. We also propose algorithm to cope with the situation when large portion of full-text missing information exists in the bibliographic repository. Evaluation results show that, context-rich heterogeneous network can significantly enhance the citation recommendation performance. In many real tasks the features are evolving, with some features being vanished and some other features augmented. For example, in environment monitoring some sensors expired whereas some new ones deployed; in mobile game recommendation some games dropped whereas some new ones added. Learning with such incremental and decremental features is crucial but rarely studied, particularly when the data coming like a stream and thus it is infeasible to keep the whole data for optimization. In this paper, we study this challenging problem and present the OPID approach. Our approach attempts to compress important information of vanished features into functions of survived features, and then expand to include the augmented features. It is the one-pass learning approach, which only needs to scan each instance once and does not need to store the whole data, and thus satisfy the evolving streaming data nature. The effectiveness of our approach is validated theoretically and empirically. Camera phones are a promising platform for hand-held augmented reality. As their computational resources grow, they are becoming increasingly suitable for visual tracking tasks. At the same time, they still offer considerable challenges: Their cameras offer a narrow field-of-view not best suitable for robust tracking; images are often received at less than 15Hz; long exposure times result in significant motion blur; and finally, a rolling shutter causes severe smearing effects. This paper describes an attempt to implement a keyframe-based SLAMsystem on a camera phone (specifically, the Apple iPhone 3G). We describe a series of adaptations to the Parallel Tracking and Mapping system to mitigate the impact of the device's imaging deficiencies. Early results demonstrate a system capable of generating and augmenting small maps, albeit with reduced accuracy and robustness compared to SLAM on a PC. A navigation system that tracks the location of a person on foot is useful for finding and rescuing firefighters or other emergency first responders, or for location-aware computing, personal navigation assistance, mobile 3D audio, and mixed or augmented reality applications. One of the main obstacles to the real-world deployment of location-sensitive wearable computing, including mixed reality (MR), is that current position-tracking technologies require an instrumented, marked, or premapped environment. At InterSense, we've developed a system called NavShoe, which uses a new approach to position tracking based on inertial sensing. Our wireless inertial sensor is small enough to easily tuck into the shoelaces, and sufficiently low power to run all day on a small battery. Although it can't be used alone for precise registration of close-range objects, in outdoor applications augmenting distant objects, a user would barely notice the NavShoe's meter-level error combined with any error in the head's assumed location relative to the foot. NavShoe can greatly reduce the database search space for computer vision, making it much simpler and more robust. The NavShoe device provides not only robust approximate position, but also an extremely accurate orientation tracker on the foot. The CyberCode is a visual tagging system based on a 2D-barcode technology and provides several features not provided by other tagging systems. CyberCode tags can be recognized by the low-cost CMOS or CCD cameras found in more and more mobile devices, and it can also be used to determine the 3D position of the tagged object as well as its ID number. This paper describes examples of augmented reality applications based on CyberCode, and discusses some key characteristics of tagging technologies that must be taken into account when designing augmented reality environments.