TagHunt: Uma plataforma Combinando a Internet das Coisas com Scavenger Hunt Games

  • Kiev Gama CIn/UFPE
  • Rafael Wanderley CIn/UFPE/C.E.S.A.R
  • Daniel Maranhão CIn/UFPE
  • Vinicius Garcia CIn/UFPE

Resumo


The “Internet of Things” (IoT) brings the notion of heterogeneous objects using ubiquitous technologies to interact among them and with the physical environment through technologies such as Bluetooth, ZigBee, GPRS, NFC, QR code, among others. Based on the possibility of linking ordinary objects from the physical world to the Internet, this paper proposes and details a platform called TagHunt, for creating and playing scavenger hunt games. This platform leverages on smartphones’ capability to interact with ordinary objects using IoT-based technologies such as NFC and QR Code, stimulating the player to interact with physical environments looking for “clues” in the game.

Referências


Ashton, K. That "Internet of Things" thing, RFID Journal (2009) Borrego-Jaraba, F., Ruiz, I. L., & Gómez-Nieto, M. Á. (2011). A NFC-based pervasive solution for city touristic surfing. Personal and ubiquitous Computing, 15(7), 731-742.

Broll, G., Graebsch, R., Scherr, M., Boring, S., Holleis, P., & Wagner, M. (2011). Touch to Play--Exploring Touch-Based Mobile Interaction with Public Displays. In Near Field Communication (NFC), 2011 3rd Intl Workshop on (pp. 15-20). IEEE.

Garrido, P. C., Miraz, G. M., Ruiz, I. L., & Gomez-Nieto, M. A. (2011). Use of NFC-based pervasive games for encouraging learning and student motivation. In Near Field Communication (NFC), 2011 3rd Intl. Workshop on (pp. 32-37). IEEE.

Gentes A., Jutant C., Guyot A., Simatic M., RFID Technology: Fostering Human Interactions, IADIS International Conference Game and Entertainment Technologies 2009. Carvoeiro. Portugal.

Kaasinen, E. (2005) User acceptance of mobile services value, ease of use, trust and ease of adoption. Espoo. VTT Publications 566. 151 p. + app. 64 p.

Kranz, M., Murmann, L., & Michahelles, F. (2013). Research in the Large: Challenges for Large-Scale Mobile Application research-A Case Study about NFC Adoption using Gamification via an App Store. International Journal of Mobile Human Computer Interaction (IJMHCI), 5(1), 45-61.

Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS on Information and Systems, 77(12), 1321-1329.

Pesonen, J and Horster, E., “Near field communication technology in tourism,” Tourism Management Perspectives, vol. 4, pp. 11–18, Oct. 2012.

Rashid, O., Bamford, W., Coulton, P., Edwards, R., & Scheible, J. (2006). PAC-LAN: mixedreality gaming with RFID-enabled mobile phones. Computers in Entertainment (CIE), 4(4), 4.

Riekki, J (2007). RFID and smart spaces, Intl. Journal of Internet Protocol Technology, Vol 2, No 3-4, 2007

Rudametkin, W, et al. "Towards a dynamic and extensible middleware for enhancing exhibits." (2010) Consumer Communications and Networking Conference (CCNC), 2010 7th IEEE. IEEE, 2010.

Sánchez, I., Cortés, M., Riekki, J., & Oja, M. (2011). NFC-based interactive learning environments for children. In Proceedings of the 10th international conference on interaction design and children (pp. 205-208). ACM.

Vazquez-Briseno, M., Hirata, F. I., de Dios Sanchez-Lopez, J., Jimenez-Garcia, E., Navarro-Cota, C., & Nieto-Hipolito, J. I. (2012). Using RFID/NFC and QR-Code in Mobile Phones to Link the Physical and the Digital World. Interactive Multimedia. Dr. Ioannis Deliyannis (Ed.) InTech, 219-242.

Weiser, M.. "Ubiquitous computing." (1994). ACM Conference on Computer Science. 1994. Yan, L., Zhang, Y., Yang, L.T, Ning, H. (2008). The Internet of Things: from RFID to the Next-Generation Pervasive Networked Systems. Auerbach Publications, 2008.

Zhou, H. (2012). The Internet of Things in the Cloud: A Middleware Perspective. CRC Press, 2012

Publicado
20/07/2015
Como Citar

Selecione um Formato
GAMA, Kiev; WANDERLEY, Rafael; MARANHÃO, Daniel; GARCIA, Vinicius. TagHunt: Uma plataforma Combinando a Internet das Coisas com Scavenger Hunt Games. In: SIMPÓSIO BRASILEIRO DE COMPUTAÇÃO UBÍQUA E PERVASIVA (SBCUP), 7. , 2015, Recife. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2015 . p. 141-150. ISSN 2595-6183. DOI: https://doi.org/10.5753/sbcup.2015.10177.