isolation and contribute to healthy ageing. By
employing an ethnographically based and agile
participatory design methodology, LOCUS will
deliver an IoT system, which will enable Amiais’
visitors to have immersive gamified experiences,
collaboratively learn about the cultural heritage of the
village and produce and share multimedia
georeferenced contents.
ACKNOWLEDGEMENTS
This project is co-funded by FCT - Foundation for
Science and Technology, through national funds, and
by the European Regional Development Fund,
framed in the Operational Programme for
Competitiveness and Internationalisation -
COMPETE 2020, under the new partnership
agreement PT2020.
REFERENCES
AIOTI., 2017. AIOTI - Alliance for Internet Of Things
Innovation. Retrieved April 13, 2017, from https://aioti-
space.org
Arnab, S., 2017. Playful and Gameful Learning in a Hybrid
Space. In C. V. de Carvalho, et al. (Eds.), Serious
Games, Interaction and Simulation. 6th International
Conference SGAMES: International Conference on
Serious Games, Interaction, and Simulation, Vol. 176,
pp. 9–14. Springer, https://doi.org/10.1007/978-3-319-
51055-2Atzori
Atzori, L., et al., 2010. The Internet of Things: A survey.
Computer Networks, 54(15), pp. 2787–2805, Elsevier.
Atzori, L., et al., 2017. Understanding the Internet of
Things: definition, potentials, and societal role of a fast
evolving paradigm. Ad Hoc Networks, 56, pp. 122-140,
https://doi.org/10.1016/j.adhoc.2016.12.004
Banerjee, A., and Horn, M. S., 2014. Ghost hunter: parents
and children playing together to learn about energy
consumption. Proceedings of the 8th International
Conference on Tangible, Embedded and Embodied
Interaction, (c), pp. 267–274,
https://doi.org/10.1145/2540930.2540964
Boffi, L., 2017. The storytellers project. Retrieved April 14,
2017, from http://lauraboffi.com/THE-
STORYTELLERS-PROJECT
Borgia, E., 2014. The internet of things vision: Key
features, applications and open issues. Computer
Communications, 54, pp. 1–31.
https://doi.org/10.1016/j.comcom.2014.09.008
Brereton, M., et al., 2015. The Messaging Kettle:
Prototyping Connection over a Distance between Adult
Children and Older Parents. Proc. CHI 2015, pp. 713–
716. https://doi.org/10.1145/2702123.2702462
Bryman, A., 2012. Social Research Methods (4th ed.). New
York, NY, USA: Oxford University Press.
Cockton, G., et al., 2016. Integrating User-Centred Design
in Agile Development. Human–Computer Interaction
Series. Springer International Publishing.
https://doi.org/10.1007/978-3-319-32165-3_1
Darzentas, D. P., et al., 2015. The Data Driven Lives of
Wargaming Miniatures. Chi 2015, pp. 2427–2436,
https://doi.org/10.1145/2702123.2702377
Deterding, S., et al., 2011. Gamification: toward a
definition. In Chi 2011, pp. 12–15, https://doi.org/978-
1-4503-0268-5/11/0
Fundação para a Ciência e a Tecnologia, 2013. Vulnerable
People & ICT in Portugal: the practice of more than 15
years. Retrieved from https://goo.gl/vtb05g
Giaccardi, E., and Plate, L., 2017. How Memory Comes to
Matter From Social Media to the Internet of Things. In
L. Muntean, et al. (Eds.), Materializing Memory in Art
and Popular Culture, pp. 65–88. Routledge.
Girau, R., et al., 2017. Lysis: a platform for IoT distributed
applications over socially connected objects. IEEE
Internet of Things Journal, 4662(c), p.1,
https://doi.org/10.1109/JIOT.2016.2616022
Gonçalves, A. R., 2016. Research of the Internet of Things
business models in Portugal. NOVA Information
Management School, Universidade Nova de Lisboa.
Huizinga, J., 1950. Homo Ludens: A Study of the Play-
Element in Culture. London, Boston, Henley:
Routledge And Kegan Paul,
https://doi.org/10.1177/0907568202009004005
Jara, A. J., et al., 2015. Internet of Things for Cultural
Heritage of Smart Cities and Smart Regions.
Proceedings - IEEE 29th International Conference on
Advanced Information Networking and Applications
Workshops, WAINA 2015, pp. 668–675,
https://doi.org/10.1109/WAINA.2015.169
Jode, M. De, et al., 2013. Tales of Things : interacting with
everyday objects in an NFC world. In Proceedings of
BCS HCI 2013, pp. 1–4. Retrieved from
http://downloads.bbc.co.uk/rd/pubs/conferences/intern
et_of_things_2013/Tales_of_Things.pdf
Kortuem, G., et al., 2010. Smart Objects as Building Blocks
for the Internet of Things. IEEE Computer Society, 10,
pp. 1089–7801, https://doi.org/10.1109/MIC.2009.143
Manyika, J., et al., 2015. The Internet of Things: Mapping
the value beyond the hype. McKinsey Global Institute.
https://doi.org/10.1007/978-3-319-05029-4_7
McGonigal, J., 2011. Reality is Broken: Why Games Make
Us Better and How They Can Change the World. New
York: The Penguin Press,
https://doi.org/10.1075/ni.10.1.03bro
Meyer, B., 2014. Agile! The Good, the Hype and the Ugly.
Computer, Vol. 11. Springer International Publishing
Switzerland,
https://doi.org/10.1109/MC.2003.1204375
Miorandi, D., et al., 2012. Internet of things: Vision,
applications and research challenges. Ad Hoc Networks,
10(7), pp. 1497–1516,
https://doi.org/10.1016/j.adhoc.2012.02.016
IoT for Playful Intergenerational Learning about Cultural Heritage: The LOCUS Approach
287