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. © 2013 Springer-Verlag Berlin Heidelberg.
CITATION STYLE
Ikehara, C. S., He, J., & Crosby, M. E. (2013). Issues in implementing augmented cognition and gamification on a mobile platform. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 8027 LNAI, pp. 685–694). https://doi.org/10.1007/978-3-642-39454-6_73
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