Smart Cities: Using Gamification and Emotion Detection to Improve Citizens Well Fair and Commitment

2020 
World population is shifting near cities to get closer to amenities, to obtain improved working conditions or just because they enjoy the nearness of a huge availability of services that cities offer. In recent times, there has been an exponential growth on this tendency. This tension that residents force into cities, needs an improved administration of public organizations and services. Adding to that the extensively available technology, predominantly the huge evolution of mobile device users, the need and the opportunity for new digital services and platforms arises. Turning a city into a so-called “smart city” is the new approach to mitigate problems generated by the urban population growth and rapid urbanization. Newer and better ways of achieving the envisioned goals are being developed and experienced. Gamification is one of such examples; where communication between organizations and people’s is invigorated through the offering of incentives and rewards that maximize involvement with that particular institution. Knowing citizens well fair and global satisfaction towards the actions in course is crucial, as well as citizens emotions. Emotion characterizes us as human, but it is not regarded as something that needs to be considered in scientific or engineering projects yet. Nevertheless, understanding emotion as an aspect of decision-making processes and modelling of human behavior is essential to generate a better connection between humans and their tools, machines and possibly communities. Measuring emotion is not easy; we will try to do it with non-intrusive methods. Among those are measuring reactions and inputs to stimuli, together with the development of a tool that tries to measures emotional changes triggered by visual output created by the tool itself. Therefore, a framework for gamification in smart cities is proposed in this work, and a digital solution in the form of a mobile application, with has the purpose to improve city hall public services and people’s communication, bringing them closer together. This solution also tries to detect user’s emotions, based on previous work done. With this work we aim to engage citizens with their city, using gamification strategies. On parallel and without user’s awareness, we aim to try to detect emotion as a way to infer citizens well fair regarding their city.
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