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Jogos baseados em localização para telefones celulares: Exemplos de estratégias para tratar limitações tecnológicas

Luis Valente. Jogos baseados em localização para telefones celulares: Exemplos de estratégias para tratar limitações tecnológicas. Referências.

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Jogos baseados em localização para telefones celulares: Exemplos de estratégias para tratar limitações tecnológicas

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  1. Luis Valente Jogos baseados em localização para telefones celulares: Exemplos de estratégias para tratar limitações tecnológicas

  2. Referências • Benford, S., Crabtree, A., Flintham, M., Drozd, A., Anastasi, R., Paxton, M., Tandavanitj, N., Adams, M., Row-Farr, J. Can you see me now?. ACM Transactions on Computer-Human Interaction 13, 1 (2006), ACM Press, New York, 100-133. • Broll, G. e Benford, S. Seamful Design for Location-Based Mobile Games. Lecture Notes in Computer Science 3711 (2005), Springer, Berlin, 155-166. • Hall, J. 2004. Mogi: Second Generation Location-Based Gaming. Disponível em http://www.thefeaturearchives.com/100501.html. Acessado em 07/11/2007. • Wikipedia. 2007. Pac-Man. Disponível em http://en.wikipedia.org/wiki/Pac-man. Acessado em 19/10/2007. • Peitz, J., Saarenpää, H. e Björk, S. 2007. Insectopia: exploring pervasive games through technology already pervasively available. Em Proceedings of the international conference on Advances in computer entertainment technology, ACM International Conference Proceeding Series, 203, ACM Press, New York, 107-114. • Rashid, O., Mullins, I., Coulton, P. e Edwards, R. Extending cyberspace: location based games using cellular phones. Computers in Entertainment 4, 1 (2006), ACM Press, New York, Article 3C. • Rashid, O., Bamford, W., Coulton, P., Edwards, R. e Scheible, J. PAC-LAN: mixed-reality gaming with RFID-enabled mobile phones. Computers in Entertainment 4, 4 (2006), ACM Press, New York, Article 4. • Swedberg, C. 2004. Developing RFID-Enabled Phones. Disponível em http://www.rfidjournal.com/article/articleview/1020/1/1. Acessado em 19/10/2007. • Smith, I., Consolvo, S. e LaMarca, A. The Drop: pragmatic problems in the design of a compelling, pervasive game. Computers in Entertainment, 3, 3 (2005). ACM Press, New York, Article 4C. • Sotamaa, O. 2002. All the world’s a Botfighter stage: notes on location-based multi-user gaming. Em Proceedings of Computer Games and Digital Cultures Conference, Tampere University Press, Tampere, 35-44. • Suomela, R., Räsänen, E., Koivisto, A. e Mattila, J. Open-Source Game Development with the Multi-user Publishing Environment (MUPE) Application Platform. Lecture Notes in Computer Science 3166 (2004), Springer, Berlin, 308-321. • Trevisani, E., Vitaletti, A. 2004. Em Proceedings of the Sixth IEEE Workshop on Mobile Computing Systems and Applications, IEEE Computer Society, 51-60. • Weiser, M. The Computer for the 21st Century. Scientific American, 1991, 265 (3), 94-104.

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