Proceedings of the 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology 2005
DOI: 10.1145/1178477.1178529
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Magic moments in situated mediascapes

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Cited by 37 publications
(26 citation statements)
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“…For example, the Mobile Bristol project [Reid et al 2005] created situated experiences, such as an "interactive play" in Bristol's Queen Square. The Equator Citywide project [Benford et al 2003] developed games played in urban settings.…”
Section: Introductionmentioning
confidence: 99%
“…For example, the Mobile Bristol project [Reid et al 2005] created situated experiences, such as an "interactive play" in Bristol's Queen Square. The Equator Citywide project [Benford et al 2003] developed games played in urban settings.…”
Section: Introductionmentioning
confidence: 99%
“…The findings from [43] imply that the fact that the riots took place in that actual location was an important factor in the enjoyment of the experience, and authenticity provides a sense of Bcoming alive^which allows people to view a place in a new way, supporting the findings for immersion as discussed by [42]. Further, results from the user trial in [42] suggest that the combination of different sound files and a constant background sound of a riot meant that the user was continuously 'in' the riot: BThere's one thing to read about something and see pictures but when you actually hear the pain and the anguish … it makes you think well this actually happened.T he Riots of 1831 were also the centre of another study.…”
Section: Lmes Relating To Local History or Heritagementioning
confidence: 99%
“…The design implications reported by [43] suggest that authenticity supports a sense of immersion by highlighting the significance of authenticity and setting for creating "magic moments" in an experience, particularly that: Bfor history based Mediascapes, exposing authenticity is a powerful emotive mechanism to make people feel a connection to the past^.…”
Section: Lmes Relating To Local History or Heritagementioning
confidence: 99%
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“…The importance of this aspect of locative media is described by (Willis and Cheverst, 2011) To date, locative media has been exploited in various domains but most notably: storytelling (Procyk & Neustaedter 2014), literature (Løvlie, 2012), games (Procyk & Neustaedter 2014;Bell et al 2009), city exploration relating to cultural heritage and history (Cheverst et al, 2002;Reid et al, 2005;Nisi et al 2006 andFitzGerald et al 2012) and mobile learning (Heimonen et al 2013).…”
Section: Background and Related Work The Growth And Scope Of Locativementioning
confidence: 99%