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Serious Games, Interaction, and Simulation. 5th International Conference, SGAMES 2015, Novedrate, Italy, September 16-18, 2015, Revised Selected Papers

Research Article

Serious Games for Large-Scale Image Sensing

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  • @INPROCEEDINGS{10.1007/978-3-319-29060-7_17,
        author={Bruno Sim\"{o}es and Michele Bianchi and Alberto Debiasi and Raffaele Amicis},
        title={Serious Games for Large-Scale Image Sensing},
        proceedings={Serious Games, Interaction, and Simulation. 5th International Conference, SGAMES 2015, Novedrate, Italy, September 16-18, 2015, Revised Selected Papers},
        proceedings_a={SGAMES},
        year={2016},
        month={3},
        keywords={Serious games methodologies Participatory sensing},
        doi={10.1007/978-3-319-29060-7_17}
    }
    
  • Bruno Simões
    Michele Bianchi
    Alberto Debiasi
    Raffaele Amicis
    Year: 2016
    Serious Games for Large-Scale Image Sensing
    SGAMES
    Springer
    DOI: 10.1007/978-3-319-29060-7_17
Bruno Simões1,*, Michele Bianchi2, Alberto Debiasi1,*, Raffaele Amicis1,*
  • 1: Graphitech
  • 2: University of Trento
*Contact email: bruno.simoes@graphitech.it, alberto.debiasi@graphitech.it, raffaele.de.amicis@graphitech.it

Abstract

The access to large-scale imagery datasets has been a significant obstacle to the success of many applications in application domains that range from 3D modelling to augmented reality, and from infrastructure inspection to urban planning. Although large collections of images already exist, from sources such as Bing Maps, Google Street View, and many photo-sharing sites, they are incomplete, inaccurate and expensive. A solution to this problem could be to leverage on large end-user communities to collaboratively acquire and share information about their surroundings. In this paper, we outline some basic mechanics in serious games that can be explored for the purpose of data collection. Additionally, we describe new ways of guiding players’ actions towards the purpose of our game – image and video crowdsourcing.

Keywords
Serious games methodologies Participatory sensing
Published
2016-03-29
Appears in
SpringerLink
http://dx.doi.org/10.1007/978-3-319-29060-7_17
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