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LoRattle - An Exploratory Game with a Purpose Using LoRa and IoT

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Detalhes bibliográficos
Resumo:The Internet of Things (IoT) is opening new possibilities for sensing, monitoring and actuating in urban environments. They sup port a shift to a hybrid network of humans and things collaborating in production, transmission and processing of data through low-cost and low power devices connected via long-range (LoRa) wide area networks (WAN). This paper describes a 2-player duel game based on IoT con trollers and LoRa radio communication protocol. Here we report on the main evaluation dimensions of this new design space for games, namely: (i) game usability (SUS) leading to an above average score; (ii) affective states of the players (SAM) depicting pleasant and engaging gameplay, while players retain control; (iii) radio coverage perception (RCP) show ing that most participants did not change their perception of the radio distance after playing. Finally, we discuss the findings and propose future interactive applications to take advantage of this design space.
Autores principais:Radeta, Marko
Outros Autores:Ribeiro, Miguel; Vasconcelos, Dinarte; Nunes, Nuno Jardim
Assunto:LoRa Internet of Things Tangible user interfaces Games with a purpose Ubiquitous computin Radio cover . Faculdade de Ciências Exatas e da Engenharia
Ano:2019
País:Portugal
Tipo de documento:documento de conferência
Tipo de acesso:acesso aberto
Instituição associada:Universidade da Madeira
Idioma:inglês
Origem:DigitUMa - Repositório da Universidade da Madeira
Descrição
Resumo:The Internet of Things (IoT) is opening new possibilities for sensing, monitoring and actuating in urban environments. They sup port a shift to a hybrid network of humans and things collaborating in production, transmission and processing of data through low-cost and low power devices connected via long-range (LoRa) wide area networks (WAN). This paper describes a 2-player duel game based on IoT con trollers and LoRa radio communication protocol. Here we report on the main evaluation dimensions of this new design space for games, namely: (i) game usability (SUS) leading to an above average score; (ii) affective states of the players (SAM) depicting pleasant and engaging gameplay, while players retain control; (iii) radio coverage perception (RCP) show ing that most participants did not change their perception of the radio distance after playing. Finally, we discuss the findings and propose future interactive applications to take advantage of this design space.

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