ANALYSIS OF THE “POKÉMON GO” ENVIRONMENT CONSIDERING THE PERVASIVE INFORMATION ARCHITECTURE
Autor(a) principal: | |
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Data de Publicação: | 2018 |
Outros Autores: | , , , |
Tipo de documento: | Artigo |
Idioma: | por |
Título da fonte: | Environmental Smoke |
Texto Completo: | https://environmentalsmoke.com.br/index.php/EnvSmoke/article/view/23 |
Resumo: | In Information Science research related to the use of information has been developed, with influence of information technology and telecommunications. Its development was more accelerated in the post-industrial period when society began to produce a large amount of information. In the 21st century, access to information through the use of the Internet with smartphones has become something within reach of the population, providing an increase in communication. The objective of this work was to analyze the “Pokémon GO” application, considering the Architecture of Pervasive Information in which, the motivation of the use of this subject was the recent launch of applications for smartphones that use pervasive environments, highlighting the game that became a huge success of downloads and brought a great innovation in the way of play. For the accomplishment of this research, the participant research methodology was adopted, in which the user-researcher interacts directly with the searched object. The collected data were analyzed in a qualitative way. Using the game environment and evaluating the pervasive interaction presented at the threshold between the physical and digital environment, the heuristics described by Resmini and Rosati were considered. In the use of the game were explored the physical environments present in the city of João Pessoa, in addition to the moments of interaction. In the results, the adherence to the proposed heuristics was discussed and these were punctuated as Present, Partially Present and Not Present. Finally, the data were analyzed suggesting improvements both for the game, considering the Pervasive Information Architecture, and for the environment itself. |
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ANALYSIS OF THE “POKÉMON GO” ENVIRONMENT CONSIDERING THE PERVASIVE INFORMATION ARCHITECTUREPervasive computingHeuristicsHuman-Computer Interaction.In Information Science research related to the use of information has been developed, with influence of information technology and telecommunications. Its development was more accelerated in the post-industrial period when society began to produce a large amount of information. In the 21st century, access to information through the use of the Internet with smartphones has become something within reach of the population, providing an increase in communication. The objective of this work was to analyze the “Pokémon GO” application, considering the Architecture of Pervasive Information in which, the motivation of the use of this subject was the recent launch of applications for smartphones that use pervasive environments, highlighting the game that became a huge success of downloads and brought a great innovation in the way of play. For the accomplishment of this research, the participant research methodology was adopted, in which the user-researcher interacts directly with the searched object. The collected data were analyzed in a qualitative way. Using the game environment and evaluating the pervasive interaction presented at the threshold between the physical and digital environment, the heuristics described by Resmini and Rosati were considered. In the use of the game were explored the physical environments present in the city of João Pessoa, in addition to the moments of interaction. In the results, the adherence to the proposed heuristics was discussed and these were punctuated as Present, Partially Present and Not Present. Finally, the data were analyzed suggesting improvements both for the game, considering the Pervasive Information Architecture, and for the environment itself.Environmental Smoke Institute2018-12-31info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://environmentalsmoke.com.br/index.php/EnvSmoke/article/view/2310.32435/envsmoke.20181215-29Environmental Smoke; Vol. 1 No. 2 (2018); 15-29Environmental Smoke; v. 1 n. 2 (2018); 15-292595-5527reponame:Environmental Smokeinstname:Environmental Smokeinstacron:ESporhttps://environmentalsmoke.com.br/index.php/EnvSmoke/article/view/23/27Copyright (c) 2018 Irvin Soares Bezerra, Dimítri de Araújo Costa, Francisco de Assis da Silva, Carlos Alberto Isaza, Geuba Maria Bernardo da Silvainfo:eu-repo/semantics/openAccessBezerra, Irvin SoaresCosta, Dimítri de AraújoSilva, Francisco de Assis daIsaza, Carlos AlbertoSilva, Geuba Maria Bernardo da2021-03-14T04:46:25Zoai:ojs.pkp.sfu.ca:article/23Revistahttps://environmentalsmoke.com.br/index.php/EnvSmokePRIhttps://environmentalsmoke.com.br/index.php/EnvSmoke/oaismoke@environmentalsmoke.com.br2595-55272595-5527opendoar:2023-01-12T16:41:16.734838Environmental Smoke - Environmental Smokefalse |
dc.title.none.fl_str_mv |
ANALYSIS OF THE “POKÉMON GO” ENVIRONMENT CONSIDERING THE PERVASIVE INFORMATION ARCHITECTURE |
title |
ANALYSIS OF THE “POKÉMON GO” ENVIRONMENT CONSIDERING THE PERVASIVE INFORMATION ARCHITECTURE |
spellingShingle |
ANALYSIS OF THE “POKÉMON GO” ENVIRONMENT CONSIDERING THE PERVASIVE INFORMATION ARCHITECTURE Bezerra, Irvin Soares Pervasive computing Heuristics Human-Computer Interaction. |
title_short |
ANALYSIS OF THE “POKÉMON GO” ENVIRONMENT CONSIDERING THE PERVASIVE INFORMATION ARCHITECTURE |
title_full |
ANALYSIS OF THE “POKÉMON GO” ENVIRONMENT CONSIDERING THE PERVASIVE INFORMATION ARCHITECTURE |
title_fullStr |
ANALYSIS OF THE “POKÉMON GO” ENVIRONMENT CONSIDERING THE PERVASIVE INFORMATION ARCHITECTURE |
title_full_unstemmed |
ANALYSIS OF THE “POKÉMON GO” ENVIRONMENT CONSIDERING THE PERVASIVE INFORMATION ARCHITECTURE |
title_sort |
ANALYSIS OF THE “POKÉMON GO” ENVIRONMENT CONSIDERING THE PERVASIVE INFORMATION ARCHITECTURE |
author |
Bezerra, Irvin Soares |
author_facet |
Bezerra, Irvin Soares Costa, Dimítri de Araújo Silva, Francisco de Assis da Isaza, Carlos Alberto Silva, Geuba Maria Bernardo da |
author_role |
author |
author2 |
Costa, Dimítri de Araújo Silva, Francisco de Assis da Isaza, Carlos Alberto Silva, Geuba Maria Bernardo da |
author2_role |
author author author author |
dc.contributor.author.fl_str_mv |
Bezerra, Irvin Soares Costa, Dimítri de Araújo Silva, Francisco de Assis da Isaza, Carlos Alberto Silva, Geuba Maria Bernardo da |
dc.subject.por.fl_str_mv |
Pervasive computing Heuristics Human-Computer Interaction. |
topic |
Pervasive computing Heuristics Human-Computer Interaction. |
description |
In Information Science research related to the use of information has been developed, with influence of information technology and telecommunications. Its development was more accelerated in the post-industrial period when society began to produce a large amount of information. In the 21st century, access to information through the use of the Internet with smartphones has become something within reach of the population, providing an increase in communication. The objective of this work was to analyze the “Pokémon GO” application, considering the Architecture of Pervasive Information in which, the motivation of the use of this subject was the recent launch of applications for smartphones that use pervasive environments, highlighting the game that became a huge success of downloads and brought a great innovation in the way of play. For the accomplishment of this research, the participant research methodology was adopted, in which the user-researcher interacts directly with the searched object. The collected data were analyzed in a qualitative way. Using the game environment and evaluating the pervasive interaction presented at the threshold between the physical and digital environment, the heuristics described by Resmini and Rosati were considered. In the use of the game were explored the physical environments present in the city of João Pessoa, in addition to the moments of interaction. In the results, the adherence to the proposed heuristics was discussed and these were punctuated as Present, Partially Present and Not Present. Finally, the data were analyzed suggesting improvements both for the game, considering the Pervasive Information Architecture, and for the environment itself. |
publishDate |
2018 |
dc.date.none.fl_str_mv |
2018-12-31 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://environmentalsmoke.com.br/index.php/EnvSmoke/article/view/23 10.32435/envsmoke.20181215-29 |
url |
https://environmentalsmoke.com.br/index.php/EnvSmoke/article/view/23 |
identifier_str_mv |
10.32435/envsmoke.20181215-29 |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.relation.none.fl_str_mv |
https://environmentalsmoke.com.br/index.php/EnvSmoke/article/view/23/27 |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Environmental Smoke Institute |
publisher.none.fl_str_mv |
Environmental Smoke Institute |
dc.source.none.fl_str_mv |
Environmental Smoke; Vol. 1 No. 2 (2018); 15-29 Environmental Smoke; v. 1 n. 2 (2018); 15-29 2595-5527 reponame:Environmental Smoke instname:Environmental Smoke instacron:ES |
instname_str |
Environmental Smoke |
instacron_str |
ES |
institution |
ES |
reponame_str |
Environmental Smoke |
collection |
Environmental Smoke |
repository.name.fl_str_mv |
Environmental Smoke - Environmental Smoke |
repository.mail.fl_str_mv |
smoke@environmentalsmoke.com.br |
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1797051134568824832 |