Abstract
World population is shifting near cities to get closer to amenities, to obtain improved working conditions or just because they enjoy the nearness of a huge availability of services that cities offer. In recent times, there has been an exponential growth on this tendency. This tension that residents force into cities, needs an improved administration of public organizations and services. Adding to that the extensively available technology, predominantly the huge evolution of mobile device users, the need and the opportunity for new digital services and platforms arises. Turning a city into a so-called “smart city” is the new approach to mitigate problems generated by the urban population growth and rapid urbanization. Newer and better ways of achieving the envisioned goals are being developed and experienced. Gamification is one of such examples; where communication between organizations and people’s is invigorated through the offering of incentives and rewards that maximize involvement with that particular institution. Knowing citizens well fair and global satisfaction towards the actions in course is crucial, as well as citizens emotions. Emotion characterizes us as human, but it is not regarded as something that needs to be considered in scientific or engineering projects yet. Nevertheless, understanding emotion as an aspect of decision-making processes and modelling of human behavior is essential to generate a better connection between humans and their tools, machines and possibly communities. Measuring emotion is not easy; we will try to do it with non-intrusive methods. Among those are measuring reactions and inputs to stimuli, together with the development of a tool that tries to measures emotional changes triggered by visual output created by the tool itself. Therefore, a framework for gamification in smart cities is proposed in this work, and a digital solution in the form of a mobile application, with has the purpose to improve city hall public services and people’s communication, bringing them closer together. This solution also tries to detect user’s emotions, based on previous work done. With this work we aim to engage citizens with their city, using gamification strategies. On parallel and without user’s awareness, we aim to try to detect emotion as a way to infer citizens well fair regarding their city.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Costa, R., Machado, R., Gonçalves, S.: Guimarães: innovative and engaged city. In: International Symposium on Ambient Intelligence, pp. 1–9. Springer (2019)
Sharma, G., Kharel, P.: E-participation concept and web 2.0 in e-government. Gen. Sci. Res. 3, 1–4 (2015)
Gil-García, J.R., Pardo, T.A.: E-government success factors: mapping practical tools to theoretical foundations. Gov. Inf. Q. 22, 187–216 (2005). https://doi.org/10.1016/J.GIQ.2005.02.001
Kanter, R.: Ten Reasons People Resist Change. https://hbr.org/2012/09/ten-reasons-people-resist-chang
Gabrys, J.: Programming environments: environmentality and citizen sensing in the smart city. Environ. Plan. D: Soc. Space 32(1), 30–48 (2014)
Albino, V., Berardi, U., Dangelico, R.M.: Smart cities: definitions, dimensions, performance, and initiatives. J. Urban Technol. 22(1), 3–21 (2015)
Yigitcanlar, T.: Australian local governments practice and prospects with online planning. URISA J. 18(2), 7–17 (2006)
Angelidou, M.: Smart cities: a conjuncture of four forces. Cities 47, 95–106 (2015)
Scheel, C., Rivera, A.: Innovative cities: in search of their disruptive characteristics. Int. J. Knowl. Based Dev. 4(1), 79–101 (2013)
Portmann, E., Finger, M., Engesser, H.: Smart cities. Inf. Spektrum 40(1), 1–5 (2016). https://doi.org/10.1007/s00287-016-1000-7
Caragliu, A., Del Bo, C., Nijkamp, P.: Smart cities in Europe. J. Urban Technol. 18(2), 65–82 (2011)
Dameri, R.P.: Searching for smart city definition: a comprehensive proposal. Int. J. Comput. Technol. 11(5), 2544–2551 (2013)
Lara, A., Costa, E., Furlani, T., Yigitcanlar, T.: Smartness that matters: comprehensive and human-centred characterisation of smart cities. J. Open Innov. Technol. Mark. Complex. 2(2), 8 (2016)
Jong, M., Joss, S., Schraven, D., Zhan, C., Weijnen, M.: Sustainable-smart-resilient-low carbon-eco-knowledge cities; making sense of a multitude of concepts promoting sustainable urbanization. J. Clean. Prod. 109, 25–38 (2015)
Nam, T., Pardo, T.A.: Conceptualizing smart city with dimensions of technology, people, and institutions. In: Proceedings of the 12th Annual International Digital Government Research Conference on Digital Government Innovation in Challenging Times (2011)
Shapiro, J.M.: Smart cities: quality of life, productivity, and the growth effects of human capital. Rev. Econ. Stat. 88(2), 324–335 (2006)
Campbell, T.: Introduction. Beyond Smart Cities: How Cities Network, Learn and Innovate. Routledge, New York (2012)
Moretti, E.: The New Geography of Jobs. Mariner, Boston (2013)
IBM: IBM Smarter Cities. https://www.ibm.com/smarterplanet/us/en/smarter_cities/overview/
Giffinger, R., Fertner, C., Kramar, H., Pichler-Milanovic, N., Meijers, E.: The smart city model. http://www.smart-cities.eu/model.html
Deterding, S., Sicart, M., Nacke, L., O’Hara, K., Dixon, D.: Gamification: using game-design elements in non-gaming contexts. In: CHI’11 Extended Abstracts on Human Factors in Computing Systems, pp. 2425–2428. ACM, New York (2011)
Freitas, S., Maharg, P.: Digital Games and Learning. Continuum (2011)
Soper, T.: 1.2 billion people are playing games worldwide; 700 M of them are online. https://www.geekwire.com/2013/gaming-report-2012-billion-people-playing-games-worldwide/
Faghihi, U., Brautigam, A., Jorgenson, K., Martin, D., Brown, A., Measures, E., Maldonado-Bouchard, S.: How gamification applies for educational purpose specially with college algebra. Proc. Comput. Sci. 41, 182–187 (2014). https://doi.org/10.1016/J.PROCS.2014.11.102
Green, C.S., Bavelier, D.: Learning, attentional control, and action video games. Curr. Biol. 22, R197–R206 (2012). https://doi.org/10.1016/j.cub.2012.02.012
Reed, K.: 12 Surprising Health Benefits of Playing Video Games (2017). https://www.positivehealthwellness.com/fitness/12-surprising-health-benefits-playing-video-games
Acer for Education: The benefits of Gaming in Education: The BuildAWorld Case (2017). http://eu-acerforeducation.acer.com/education-trends/the-benefits-of-gaming-in-education-the-build-a-world-case/?gclid=EAIaIQobChMIiKbQk43B1wIVYhbTCh3P4A2REAAYASAAEgKHQvD_BwE
Boulton, A., Brunn, S., Devriendt, L.: Cyber infrastructures and ‘smart’ world cities: physical, human and soft infrastructures. In: Derudder, B., Hoyler, M., Taylor, P.J., Witlox, F. (eds.) International Handbook of Globalization and World Cities, p. 584. Edward Elgar Pub. (2011)
Jaber, M., Robinson, S.W., Missale, C., Caron, M.G.: Dopamine receptors and brain function. Neuropharmacology 35, 1503–1519 (1996). https://doi.org/10.1016/S0028-3908(96)00100-1
IRMA: Gamification: Concepts, Methodologies, Tools, and Applications. IGI Global, Hershey (2015)
Aziz, A., Mushtaq, A., Anwar, M.: Usage of gamification in enterprise: a review. In: 2017 International Conference on Communication, Computing and Digital Systems (C-CODE), pp. 249–252 (2017)
Urh, M., Vukovic, G., Jereb, E., Pintar, R.: The model for introduction of gamification into e-learning in higher education. Proc. Soc. Behav. Sci. 197, 388–397 (2015). https://doi.org/10.1016/j.sbspro.2015.07.154
Tulloch, R., Randell-Moon, H.E.K.: The politics of gamification: education, neoliberalism and the knowledge economy. Rev. Educ. Pedagogy Cult. Stud. 40, 204–226 (2018). https://doi.org/10.1080/10714413.2018.1472484
Akpolat, B.S., Slany, W.: Enhancing software engineering student team engagement in a high-intensity extreme programming course using gamification. In: 2014 IEEE 27th Conference on Software Engineering Education and Training (CSEE&T), pp. 149–153 (2014)
Kanat, I.E., Siloju, S., Raghu, T.S., Vinze, A.S.: Gamification of emergency response training: a public health example. In: 2013 IEEE International Conference on Intelligence and Security Informatics, pp. 134–136 (2013)
Buchem, I., Merceron, A., Kreutel, J., Haesner, M., Steinert, A.: Gamification designs in wearable enhanced learning for healthy ageing. In: 2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL), pp. 9–15 (2015)
Olsson, M., Högberg, J., Wästlund, E., Gustafsson, A.: In-store gamification: testing a location-based treasure hunt app in a real retailing environment. In: 2016 49th Hawaii International Conference on System Sciences (HICSS), pp. 1634–1641 (2016)
Wierzbicka, A.: Defining emotion concepts. Cogn. Sci. 16(4), 539–581 (1992)
Wu, C.H., Huang, Y.M., Hwang, J.P.: Review of affective computing in education/learning: trends and challenges. Br. J. Educ. Technol. 47(6), 1304–1323 (2016)
Barrett, L.F., Lewis, M., Haviland-Jones, J.M. (eds.): Handbook of Emotions. Guilford Publications, New York (2016)
Myers, D.G.: Theories of emotion. In: Psychology: Seventh Edition, p. 500. Worth Publishers, New York (2004)
Teixeira, A., Rodrigues, M., Carneiro, D., Novais, P.: HORUS: an emotion recognition tool. In: Proceedings of SAI Intelligent Systems Conference, 5 September 2019, pp. 126–140. Springer, Cham (2019)
Lang, P.J., Bradley, M.M., Cuthbert, B.N.: International Affective Picture System (IAPS): technical manual and affective ratings. NIMH Center for the Study of Emotion and Attention, pp. 39–58 (1997)
Gonçalves, S., Rodrigues, M., Carneiro, D., Fdez-Riverola, F., Novais, P.: Boosting learning: non-intrusive monitoring of student’s efficiency. In: Methodologies and Intelligent Systems for Technology Enhanced Learning (pp. 73–80). Springer, Cham (2015)
Rodrigues, M., Novais, P.J., Fdez-Riverola, F.: An approach to assessing stress in elearning students. In: Proceedings of the 11th European Conference on e-Learning: ECEL, p. 461 (2012)
Goodman, L.A.: Kolmogorov-Smirnov tests for psychological research. Psychol. Bull. 51(2), 160–168 (1954)
Rodrigues, M., Monteiro, V., Novais, P., Analide, C.: Getting residents closer to public institutions through gamification. In: International Symposium on Ambient Intelligence (pp. 33–39). Springer, Cham (2018)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2020 Springer Nature Switzerland AG
About this paper
Cite this paper
Rodrigues, M., Machado, R., Costa, R., Gonçalves, S. (2020). Smart Cities: Using Gamification and Emotion Detection to Improve Citizens Well Fair and Commitment. In: Arai, K., Kapoor, S., Bhatia, R. (eds) Intelligent Computing. SAI 2020. Advances in Intelligent Systems and Computing, vol 1228. Springer, Cham. https://doi.org/10.1007/978-3-030-52249-0_30
Download citation
DOI: https://doi.org/10.1007/978-3-030-52249-0_30
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-52248-3
Online ISBN: 978-3-030-52249-0
eBook Packages: Intelligent Technologies and RoboticsIntelligent Technologies and Robotics (R0)