3,165 research outputs found
Delivering real-world ubiquitous location systems
Location-enhanced applications are poised to become the first real-world example of ubiquitous computing. In this paper, we emphasize the practical aspects of getting location-enhanced applications deployed on existing devices, such as laptops, tablets, PDAs, and cell phones, without the need to purchase additional sensors or install special infrastructure. Our goal is to provide readers with an overview of the practical considerations that are currently being faced, and the research challenges that lie ahead. We ground the article with a summary of initial work on two deployments of location- enhanced computing: multi-player location-based games and a guide for the Edinburgh Festival
Promoting New Patterns in Household Energy Consumption with Pervasive Learning Games
Engaging computer games can be used to change energy consumption patterns in the home. PowerAgent is a pervasive game for Java-enabled mobile phones that is designed to influence everyday activities and use of electricity in
the domestic setting. PowerAgent is connected to the householdâs automatic electricity meter reading equipment via the cell network, and this setup makes it
possible to use actual consumption data in the game. In this paper, we present a two-level model for cognitive and behavior learning, and we discuss the properties of PowerAgent in relation to the underlying situated learning, social learning, and persuasive technology components that we have included in the game
BOLLOCKS!! Designing pervasive games that play with the social rules of built environments
We propose that pervasive games designed with mechanics that are specifically in
opposition with, or disruptive of, social rules of the environment in which they are played, have
unique potential to provide interesting, provocative experiences for players. We explore this
concept through the design and evaluation of an experimental game prototype, Shhh!, inspired
by the juvenile game Bollocks, and implemented on Android mobile devices, which challenges
players to make loud noises in libraries. Six participants played the game before engaging in
semi-structured interviews, explored through inductive thematic analysis. Results suggest that
the game provoked in players a heightened awareness of social rules, as well as a complex
social dilemma of whether or not to act. We conclude by presenting a model for designing
games that play with the social, as well as physical, rules of the environments in which they are
set
The locative dystopia
Locative media uses portable, networked, location aware computing devices for user-led mapping and artistic interventions in which geographical space becomes its canvas. The discourse of locative media gestures to a convergence of the digital domain and geographical space, and the course it plots towards this future demands not only that data be made geographically specific but also that the user - if not defined by their location - at least offers up their location as a condition of entering the game. In this respect, not to mention its choice of tools, locative media operates upon the same plane as military tracking, State and commercial surveillance, forcing a consideration of how locative media might challenge, or be complicit with such forms of social control
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Gender and Sexual Minority College Students: The Risk and Extent of Victimization and Related Health and Educational Outcomes
A multisite survey conducted at eight campuses of a southwestern university system provides the data for the present study, total N = 17,039 with 1,869 gender and sexual minority (GSM) students. Sexual violence was measured using the Sexual Experiences Survey (SES), and analysis included both the participantâs risk of experiencing sexual violence and the extent (or total count) of sexual violence experienced. This study poses the following research questions: What effects do gender identity and sexual orientation have on the risk and extent of sexual violence among students and, among victims, what is the relationship between gender identity/sexual orientation and mental health (posttraumatic stress disorder [PTSD], depression) and academic environment (disengagement and safety) outcomes for university students? Multilevel, random effect hurdle models captured this sequential victimization dynamic. GSM and cisgender heterosexual (CH) female students are predicted to be 2.6 and 3 times, respectively, as likely to experience sexual violence compared with CH male students. In addition, GSM students experiencing sexual violence are also expected to experience a greater number of sexually violent acts (74% more) over their college career compared with victimized CH male students. The models confirm that the risk of victimization increases over time (13% per year for CH male students), but GSM students are expected to experience an additional (10%) increase in risk of victimization per year compared with CH male students. GSM and CH female students are also predicted to be more likely to have PTSD and experience more severe depression symptoms than CH male students. GSM students are expected to experience significantly higher rates of PTSD, worse depressive symptoms, and greater disengagement than CH female students. The discussion explores how institutions of higher education might recognize the resilience of GSM students and consider the protective potential of social and community support when developing programs or interventions for diverse populations.IC2 Institut
Mobile information access in the real world: A story of three wireless devices
This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2008 ElsevierThe importance of the user perspective to the wireless information access experience cannot be understated: simply put, users will not indulge in devices that are perceived to be difficult to use and in technologies that do not offer quality infotainment â combined information and entertainment â content. In this paper, we investigate the impact that mobile devices have on the user wireless infotainment access experience in practice. To this end, we have undertaken an empirical study placed in a âreal-worldâ setting, in which participants undertook typical infotainment access tasks on three different wireless-enabled mobile devices: a laptop, a personal digital assistant and a head mounted display device. Results show that, with the exception of participantsâ level of self-consciousness when using such devices in public environments, the user wireless information access experience is generally unaffected by device type. Location was shown, though, to be a significant factor when users engage in tasks such as listening to online music or navigation. Whilst the interaction between device and environment was found to influence entertainment-related tasks in our experiments, the informational ones were not affected. However, the interaction effects between device and user type was found to affect both types of tasks. Lastly, a userâs particular computing experience was shown to influence the perceived ease of wireless information access only in the case of online searching, irrespective of whether this is done for primarily informational purposes or entertainment ones
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