“…SPAs might enhance social interactions through, e.g., augmenting one's senses (getting alerted when a friend or a friend of a friend is nearby [6] or discovering conversational threads anchored in the environment [7]), allowing identity expression (fetching information to/from nearby users and learning more about people in proximity), or finding social partners. With the emergence of short-range radios enabling direct peer-to-peer communication, we felt there was the need to learn more about the user experience and the social behaviors associated with SPAs.…”
Section: A Concept Prototype -Scent 21 Backgroundmentioning
In spring of 2003, a mobile field trial of a concept prototype application titled Scent was conducted in a corporate environment, attracting more than 500 voluntary users. Scent was a social proximity application enabling scanning of one's immediate environment for other Scent users and initiating social exchanges with them. The design of Scent prototype application aimed at incorporating various facets of face-to-face social interaction. This gave trial users multiple options of using the application in any given social context during the unguided trial period. Both qualitative and quantitative data was collected and analyzed, which helped shaping up the foundation to further the research in understanding mediated social proximity interaction. The study revealed not only motivations of use, but also barriers of adoptions, which in turn had implications on evolutionary steps of the development and on the prospect of market entry. Identity expression was seen as the most rudimentary motivation in mediated social proximity interaction. The final section of the paper discusses how the research team utilized the field trial in the spearhead research project in an emerging arena of social interaction.
“…SPAs might enhance social interactions through, e.g., augmenting one's senses (getting alerted when a friend or a friend of a friend is nearby [6] or discovering conversational threads anchored in the environment [7]), allowing identity expression (fetching information to/from nearby users and learning more about people in proximity), or finding social partners. With the emergence of short-range radios enabling direct peer-to-peer communication, we felt there was the need to learn more about the user experience and the social behaviors associated with SPAs.…”
Section: A Concept Prototype -Scent 21 Backgroundmentioning
In spring of 2003, a mobile field trial of a concept prototype application titled Scent was conducted in a corporate environment, attracting more than 500 voluntary users. Scent was a social proximity application enabling scanning of one's immediate environment for other Scent users and initiating social exchanges with them. The design of Scent prototype application aimed at incorporating various facets of face-to-face social interaction. This gave trial users multiple options of using the application in any given social context during the unguided trial period. Both qualitative and quantitative data was collected and analyzed, which helped shaping up the foundation to further the research in understanding mediated social proximity interaction. The study revealed not only motivations of use, but also barriers of adoptions, which in turn had implications on evolutionary steps of the development and on the prospect of market entry. Identity expression was seen as the most rudimentary motivation in mediated social proximity interaction. The final section of the paper discusses how the research team utilized the field trial in the spearhead research project in an emerging arena of social interaction.
“…For example, thing-to-thing proximity can be used to acknowledge spatial relations between moveable objects, and thing-to-place can provide mechanisms for moveable objects to trigger different game events in different places. In summary, the formalization of proximity to places, people, or things allows the encoding of semantic information to cue interaction in the game [3]. Pirates!…”
Section: Proximrry-triggered Interaction In Piratesimentioning
confidence: 99%
“…the game does not keep track of the absolute locations of players or islands, only their relative position to one another. A noteworthy implication for social interaction, particularly when using a relative positioning technique, occurs when proximity is measured without regards to the physical layout of a place [3]. Consider a scenario where two users are spatially close to one another, but separated by a wall.…”
Section: Proximrry-triggered Interaction In Piratesimentioning
We show how proximity-sensing technology can be integrated into computer game design to provide richer game experiences in social settings. To explore the theme of proximity-triggered interaction, we have constructed Pirates! -a multi-player, wireless computer game for handheld computers, played throughout a physical environment. The players' physical locations in the environment trigger game events.
“…Redström, et al [12] stresses the problem of proximity related to social interaction and suggests that it might be more suitable to combine both space (i.e. ranges as spatial measures) and place (i.e.…”
Section: Time (Not Include Persons Who Are Just Passing By)mentioning
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