@article{luo_crowdsensing-based_2020, title = {Crowdsensing-{Based} {Gamification} for {Collective} {Assistance} for {Post}-{Era} of {Coronavirus} {Epidemic} in {Community} {Living}}, volume = {2}, copyright = {Access limited to members}, issn = {2577-4794}, url = {https://www.igi-global.com/article/crowdsensing-based-gamification-for-collective-assistance-for-post-era-of-coronavirus-epidemic-in-community-living/www.igi-global.com/article/crowdsensing-based-gamification-for-collective-assistance-for-post-era-of-coronavirus-epidemic-in-community-living/260729}, doi = {10.4018/IJEACH.2020070106}, abstract = {Crowdsensing exploits the sensing abilities offered by smart phones and users' mobility. Users can mutually help each other as a community with the aid of crowdsensing. The potential of crowdsensing has yet to be fully realized for improving public health. A protocol based on gamification to encoura...}, language = {en}, number = {2}, urldate = {2022-09-21}, journal = {International Journal of Extreme Automation and Connectivity in Healthcare (IJEACH)}, author = {Luo, Renfei and Marques, João Alexandre Lôbo and Ong, Kok-Leong and Fong, Simon}, month = jul, year = {2020}, note = {0 citations (Crossref) [2022-09-21] Publisher: IGI Global}, pages = {54--64}, }