1. Summary
Gamification uses game thinking into problem solving through user participation with higher motivation. The following is the list of works related to gamification.
-
Touch and Catch - A virtual monitoring tool that gamify the problem of recognizing species
-
Senga Silkroad - A virtual exhibition and publication tool based on creativity about image selection and ordering
-
Typhoon Imagination - A tool for playing a game on having better imagination on the future of typhoons (still in progress)
-
Memory Hunting - A mobile app for field work to discover the location and direction of the photograph
- Ryo KAMIDA, Asanobu KITAMOTO,
"Senga: A Participatory Archive Based on the Collection and Rearrangement of Images and the Sharing of Slideshows",
Proceedings of IPSJ SIG Computers and the Humanities Symposium 2007,
pp. 339-346,
2007-12 (in Japanese)
[
Abstract
]
[
Paper
]
-
Asanobu KITAMOTO,
"Senga: Analysis of participatory archives using the mathematical model of exhibition and its deployment in the museum",
Proceedings of IPSJ SIG Computers and the Humanities Symposium 2014,
pp. 9-16,
2014-12 (in Japanese)
[
Abstract
]
[
Paper
]
-
Asanobu KITAMOTO,
"Digital Humanities: Development of Media Technology Focusing on the "Interpretation" of Content",
5th Regular Meeting, Technical Committee on Industrial Application of Image Processing, The Japan Society for Precision Engineering,
pp. 1-10,
2015-1 (Invited) (in Japanese)
[
Abstract
]
[
Paper
]