24 research outputs found

    Gaming on the edge: using seams in ubicomp games

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    Outdoor multi-player games are an increasingly popular application area for ubiquitous computing, supporting experimentation both with new technologies and new user experiences. This paper presents an outdoor ubicomp game that exploits the gaps or seams that exist in complex computer systems. Treasure is designed so that players move in and out of areas of wireless network coverage, taking advantage not only of the connectivity within a wireless ‘hotspot’ but of the lack of connectivity outside it. More broadly, this paper discusses how the notion of seamful design can be a source of design ideas for ubicomp games

    Practices of parallel media: using mobile devices when watching television

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    We have been studying how people use mobile phones and laptops while watching television. Our results show that these are not necessarily used to access content that is related to what is being watched. However, this is not to say devices are being used in isolation from their surrounds; their use is interwoven with watching television and with interacting with other people. We suggest that designing for ‘the connected home’ is more than an integration project, and should take account of the social fabric of domestic life

    Less Than a state, more than an international organization: The Sui generis nature of the European Union

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    In this paper, I show that the European Union (EU) is less than a state, but more than an international organization. Although it possesses some characteristics of both, the European Union is, I argue, a sui generis project: Although the EU wields extensive influence in some policy areas (such as competition policy or international trade regulation), its institutions’ powers are quite limited in many areas that remain firmly within the grasp of its Member States’ governments (such as security, justice, tax or redistribution policies). The European Union’s supranational elements – especially the EU laws’ supremacy over the laws of individual Member States – distinguish it, furthermore, from international organizations, such as the United Nations or the World Trade Organization. I conclude that the European Union is really a sui generis project that has not been attempted anywhere else: As such, it could be regarded as a useful case study, or perhaps even a “pilot project,” for regional integration projects elsewhere

    Mutually reinforcing systems

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    This paper demonstrates strategies for designing mobile games with by-products in order to allow the acquisition of specific data. A mobile game with by-products called EyeSpy and a photo website called Realise will be used as examples to demonstrate these strategies. The Realise website allows users to browse geographically tagged photos and make specific requests for new ones. In the EyeSpy game, players use mobile phones to tag geographic positions with photos and text. EyeSpy players can earn points from validating each others' tags by visiting tag locations and attempting to 'confirm' them. If players go to the correct location, both the player confirming the tag and the player who created it will gain points. This creates game content for EyeSpy and provides more refined results for the Realise website. In this way, both the systems mutually reinforce each other

    Domino: Exploring Mobile Collaborative Software

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    Social Proximity Applications (SPAs) are a promising new area for ubicomp software that exploits the everyday changes in the proximity of mobile users. While a number of applications facilitate simple file sharing between co-- present users, this paper explores opportunities for recommending and sharing software between users. We describe an architecture that allows the recommendation of new system components from systems with similar histories of use

    Collaboration in the Square: An Architecture for Collaborative Ubicomp

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    This paper presents an architecture and software infrastructure for collaborative ubiquitous systems based around the EQUIP data sharing system

    Sharing the square: Collaborative Leisure in the City Streets

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    Abstract. Sharing events with others is an important part of many enjoyable experiences. While most existing co-presence systems focus on work tasks, in this paper we describe a lightweight mobile system designed for sharing leisure. This system allows city visitors to share their experiences with others both far and near, through tablet computers that share photographs, voice and location. A collaborative filtering algorithm uses historical data of previous visits to recommend photos, web pages and places to visitors, bringing together online media with the city’s streets. In an extensive user trial we explored how these resources were used to collaborate around physical places. The trial demonstrates the value of technological support for sociability- enjoyable shared social interaction. Lastly, the paper discusses support for collaborative photography, and the role history can play to integrate online media with physical places
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