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Visual rule editor for e-guide gamification web platform

Wybrane pełne teksty z tego czasopisma
Identyfikatory
Warianty tytułu
Konferencja
Federated Conference on Computer Science and Information Systems (14 ; 01-04.09.2019 ; Leipzig, Germany)
Języki publikacji
EN
Abstrakty
EN
Gamification is applied in different information systems to motivate the users and make their experience with the system richer and more engaging. Gamification employed in e-guides aims at enhancing the process of visiting a tourist attraction. Even though each tourist attraction is unique and requires an individual gamification scheme, similarities in the components and procedures used to develop such schemes led to the development of a generic e-guide gamification framework. One of its main principles is to store the gamification rules as a content separate from the engine to process them. This way, the rules can be easily edited by subject matter experts. This paper describes a visual rule editor developed to facilitate this process.
Rocznik
Tom
Strony
705--709
Opis fizyczny
Bibliogr. 15 poz., il.
Twórcy
autor
  • University of Szczecin, Faculty of Economics and Management, ul. Mickiewicza 64, 71-101 Szczecin, Poland
autor
  • University of Szczecin, Faculty of Economics and Management, ul. Mickiewicza 64, 71-101 Szczecin, Poland
  • University of Szczecin, Faculty of Economics and Management, ul. Mickiewicza 64, 71-101 Szczecin, Poland
Bibliografia
  • 1. A. Marczewski, “Defining gamification - what do people really think?,” http://www.gamified.uk/2014/04/16/defining-gamification-people-really-think, last accessed 31.5.2018.
  • 2. J. Kasurinen and A. Knutas, “Publication trends in gamification: A systematic mapping study,” Computer Science Review, vol. 27, 2018, pp. 33-44. http://dx.doi.org/10.1016/j.cosrev.2017.10.003.
  • 3. J. Swacha, „Gamification in Enterprise Information Systems: What, Why and How,“ in: Proceedings of the Federated Conference on Computer Science and Information Systems, Annals of Computer Science and Information Systems, vol. 8, 2016, pp. 1229-1233. http://dx.doi.org/10.15439/2016F460.
  • 4. J. Swacha and R. Ittermann, “Enhancing the tourist attraction visiting process with gamification: key concepts,” Engineering Management in Production and Services, vol. 9, no. 4, pp. 59-66, 2017. http://dx.doi.org/10.1515/emj-2017-0031.
  • 5. J. Swacha and K. Muszynska, “Towards a Generic eGuide Gamification Framework for Tourist Attractions’, in: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, CHI PLAY 2018, Melbourne, 2018, pp. 619-625. http://dx.doi.org/10.1145/3270316.3271535.
  • 6. J. Swacha, „Architecture of a dispersed gamification system for tourist attractions,“ Information, vol. 10, no. 1, 2019, art. 33. http://dx.doi.org/10.3390/info10010033.
  • 7. J. Swacha, “Representation of Events and Rules in Gamification Systems,” Procedia Computer Science, vol. 126, 2018, pp. 2040-2049. http://dx.doi.org/10.1016/j.procs.2018.07.248.
  • 8. BalticMuseums: Love IT! Project website. http://www.balticmuseums.info, last accessed 15.5.2019.
  • 9. M.C. Barrios, “A Personal Agent Architecture for Task Automation in the Web of Data. Bringing Intelligence to Everyday Tasks,” PhD Thesis, Universidad Politécnica de Madrid, Madrid, 2016.
  • 10. M. M. Zloof, “Query-by-Example: A data base language,” IBM Systems Journal, vol. 16, no. 4, pp. 324-343, 1977. http://dx.doi.org/10.1147/sj.164.0324.
  • 11. J. M. Boyle, K. F. Bury, and R. J. Evey, “Two Studies Evaluating Learning and Use of QBE and SQL,” Proceedings of the Human Factors Society Annual Meeting, vol. 27, no. 7, pp. 663-667, 1983.http://dx.doi.org/10.1177/154193128302700732.
  • 12. G. Özsoyoglu and H. Wang, “Example-based graphical database query languages,” Computer, vol. 26, pp. 25-38, 1993. http://dx.doi.org/10.1109/2.211893.
  • 13. Nitro: The Enterprise Engagement Platform Powered by Gamification, https://www.bunchball.com/products/nitro-platform, last accessed 15.5.2019.
  • 14. Community Engagement, Gametized, https://gametize.com/index, last accessed 15.5.2019.
  • 15. J. Swacha and A. Kulpa, “A Cloud-Based Service for Gamification of eGuides,” in 2018 6th International Conference on Future Internet of Things and Cloud Workshops (FiCloudW), Barcelona, 2018, pp. 220-224. http://dx.doi.org/10.1109/W-FiCloud.2018.00042.
Uwagi
1. Track 4: Information Systems and Technology
2. Technical Session: 14th Conference on Information Systems Management
3. Opracowanie rekordu ze środków MNiSW, umowa Nr 461252 w ramach programu "Społeczna odpowiedzialność nauki" - moduł: Popularyzacja nauki i promocja sportu (2020).
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-5b79e0fc-3dea-4171-b9b5-d2193d923e0f
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