Catálogo de publicaciones - libros
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
2005
Información sobre derechos de publicación
© Springer-Verlag Berlin Heidelberg 2005
Cobertura temática
Tabla de contenidos
doi: 10.1007/11551201_21
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
doi: 10.1007/11551201_22
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