27 research outputs found
I'd hide you: performing live broadcasting in public
We present a study of a mixed reality game called 'I'd Hide You' that involves live video streaming from the city streets. We chart the significant challenges facing performers on the streets who must simultaneously engage in the game, stream compelling video footage featuring themselves, and interact with a remote online audience. We reveal how these street performers manage four key tensions: between their body and camera; between the demands of online audiences and what takes place on-the-street; between what appears 'frontstage' on camera versus what happens 'backstage'; and balancing being a player of the game with being a performer. By reflecting on how they achieve this, we are able to draw out wider lessons for future interfaces aimed at supporting people broadcasting video of themselves to online audiences while engaged in games, sports and other demanding real-world activities
Cat Royale
Would you let a robot care for your pet? Blast Theoryâs Cat Royale explores the impact of AI on humans and animals. For 12 days, Ghostbuster, Pumpkin, and Clover played with a robot arm that offered them games, toys, and treats every few minutes. The robot threw balls and dropped them into a ball run. It dangled feathers, offered snacks, and introduced a cardboard box. It rang bells and dragged a toy mouse. But is it good for these catsâand would it really be good for usâif AI could learn to deliver all of our desires all of the time
The ethical implications of HCIâs turn to the cultural
We explore the ethical implications of HCIâs turn to the âculturalâ. This is motivated by an awareness of how cultural applications, in our case interactive performances, raise ethical issues that may challenge established research ethics processes. We review research ethics, HCIâs engagement with ethics and the ethics of theatrical performance. Following an approach grounded in Responsible Research Innovation, we present the findings from a workshop in which artists, curators, commissioners, and researchers explored ethical challenges revealed by four case studies. We identify six ethical challenges for HCIâs engagement with cultural applications: transgression, boundaries, consent, withdrawal, data, and integrity. We discuss two broader implications of these: managing tensions between multiple overlapping ethical frames; and the importance of managing ethical challenges during and after an experience as well as beforehand. Finally, we discuss how our findings extend previous discussions of Value Sensitive Design in HCI
The error of our ways: the experience of self-reported position in a location-based game
We present a study of peopleâs use of positional information as part
of a collaborative location-based game. The game exploits self-reported positioning
in which mobile players manually reveal their positions to remote players
by manipulating electronic maps. Analysis of playersâ movements, position
reports and communications, drawing on video data, system logs and player
feedback, highlights some of the ways in which humans generate, communicate
and interpret position reports. It appears that remote participants are largely untroubled
by the relatively high positional error associated with self reports. Our
analysis suggests that this may because mobile players declare themselves to be
in plausible locations such as at common landmarks, ahead of themselves on
their current trajectory (stating their intent) or behind themselves (confirming
previously visited locations). These observations raise new requirements for the
future development of automated positioning systems and also suggest that selfreported
positioning may be a useful fallback when automated systems are unavailable
or too unreliable
Designing Hybrid Gifts
Hybrid gifting combines physical artefacts and experiences with digital interactivity to generate new kinds of gifts. Our review details how gifting is a complex social phenomenon and how digital gifting is less engaging than physical gifting for both givers and receivers. Employing a Research Through Design approach, we developed a portfolio of four hybrid gifting experiences: an augmented advent calendar; edible music tracks; personalised museum tours; and a narrated city walk. Our reflection addresses three concepts: hybrid wrapping where physical gifts become wrapped in digital media and vice versa; the importance of effortful interactions that are visible and pleasurable; and the need to consider social obligation, including opportunities for acknowledgement and reciprocation, dealing with embarrassment, and recognising the distinction between giving and sharing. Our concepts provide guidance to practitioners who wish to design future gifting experiences while helping HCI researchers engage with the concept of gifting in a nuanced way
From consumer to producer: ubiquitous technologies for outside broadcast
We present two experimental demonstrations of a lightweight platform for outside broadcasting using off- the-shelf low-end technologies. We describe a tool for planning and instrumenting an outside broadcast, and SNAP, a pervasive game that uses live video streaming. Finally, we consider a number of future opportunities for enabling traditional media consumers to engage with video production through crowdsourcing
I'd Hide You
© 2014 ACM. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in CHI '15 Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (2015), http://dx.doi.org/10.1145/2702123.2702257We present a study of a mixed reality game called âIâd Hide Youâ that involves live video streaming from the city streets. We chart the significant challenges facing performers on the streets who must simultaneously engage in the game, stream compelling video footage featuring themselves, and interact with a remote online audience. We reveal how these street performers manage four key tensions: between their body and camera; between the demands of online audiences and what takes place on-thestreet; between what appears âfrontstageâ on camera versus what happens âbackstageâ; and balancing being a player of the game with being a performer. By reflecting on how they achieve this, we are able to draw out wider lessons for future interfaces aimed at supporting people broadcasting video of themselves to online audiences while engaged in games, sports and other demanding real-world activities