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UbiComp 2005: Ubiquitous Computing: 7th International Conference, UbiComp 2005, Tokyo, Japan, September 11-14, 2005, Proceedings

Michael Beigl ; Stephen Intille ; Jun Rekimoto ; Hideyuki Tokuda (eds.)

En conferencia: 7º International Conference on Ubiquitous Computing (UbiComp) . Tokyo, Japan . September 11, 2005 - September 14, 2005

Resumen/Descripción – provisto por la editorial

No disponible.

Palabras clave – provistas por la editorial

User Interfaces and Human Computer Interaction; Computer Communication Networks; Software Engineering; Operating Systems; Information Systems Applications (incl. Internet); Computers and Society

Disponibilidad
Institución detectada Año de publicación Navegá Descargá Solicitá
No detectada 2005 SpringerLink

Información

Tipo de recurso:

libros

ISBN impreso

978-3-540-28760-5

ISBN electrónico

978-3-540-31941-2

Editor responsable

Springer Nature

País de edición

Reino Unido

Fecha de publicación

Información sobre derechos de publicación

© Springer-Verlag Berlin Heidelberg 2005

Tabla de contenidos

Picking Pockets on the Lawn: The Development of Tactics and Strategies in a Mobile Game

Louise Barkhuus; Matthew Chalmers; Paul Tennent; Malcolm Hall; Marek Bell; Scott Sherwood; Barry Brown

This paper presents , an outdoor mobile multiplayer game inspired by Weiser’s notion of seams, gaps and breaks in different media. Playing Treasure involves movement in and out of a wi-fi network, using PDAs to pick up virtual ’coins’ that may be scattered outside network coverage. Coins have to be uploaded to a server to gain game points, and players can collaborate with teammates to double the points given for an upload. Players can also steal coins from opponents. As they move around, players’ PDAs sample network signal strength and update coverage maps. Reporting on a study of players taking part in multiple games, we discuss how their tactics and strategies developed as their experience grew with successive games. We suggest that meaningful play arises in just this way, and that repeated play is vital when evaluating such games.

Pp. 358-374

ActiveTheatre — A Collaborative, Event-Based Capture and Access System for the Operating Theatre

Thomas Riisgaard Hansen; Jakob E. Bardram

Building capture and access (C&A) applications for use in the operation theatre differs greatly from C&A applications built to support other settings e.g. meeting rooms or classrooms. Based on field studies of surgical operations, this paper explores how to design C&A applications for the operation theatre. Based on the findings from our field work, we have built the ActiveTheatre, a C&A prototype. ActiveTheatre is built to support collaboration in and around the operating theatre, to capture events instead of automatically capturing everything, and to be integrated with existing applications already present in the operation theatre. The ActiveTheatre prototype has been developed in close co-operation with surgeons and nurses at a local hospital. The work on the prototype and our initial evaluations have provided an insight into how to design, capture and access applications that are going to be used in other settings than the meeting room.

Pp. 375-392