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Issues in Implementing Augmented Cognition and Gamification on a Mobile Platform

机译:在移动平台上实现增强认知和游戏化的问题

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There are two major trends in computing that will impact augmented cognition. The first is the shift in computing platform from the desktop to mobile computing (e.g., smartphone and tablet) because the user wants to be able to do computing tasks where ever they are. The second trend is the gamification of computer applications to keep the user engaged and motivated. Compared to a workstation, the mobile computing environment is a challenge because of limited computing power, storage capacity, internet connectivity and battery capacity. This paper discusses the issues involved in implementing augmented cognition activities on a mobile platform and the tradeoffs of gamifying augmented cognition activities. These issues are discussed in terms of two example mobile platform applications that implement internal and external sensors.
机译:计算有两个主要趋势会影响增强认知。首先是计算平台从台式机向移动计算(例如智能手机和平板电脑)的转移,因为用户希望能够在任何地方执行计算任务。第二个趋势是计算机应用程序的游戏化,以保持用户的参与和动力。与工作站相比,由于计算能力,存储容量,互联网连接性和电池容量有限,移动计算环境面临挑战。本文讨论了在移动平台上实施增强认知活动所涉及的问题以及游戏化增强认知活动的权衡取舍。将根据实现内部和外部传感器的两个示例移动平台应用程序来讨论这些问题。

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