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Articles 1 - 14 of 14
Full-Text Articles in Physical Sciences and Mathematics
Insights And Lessons Learned From The Design, Development And Deployment Of Pervasive Location-Based Mobile Systems “In The Wild”, Konstantinos Papangelis, Alan Chamberlain, Nicolas Lalone, Ting Cao
Insights And Lessons Learned From The Design, Development And Deployment Of Pervasive Location-Based Mobile Systems “In The Wild”, Konstantinos Papangelis, Alan Chamberlain, Nicolas Lalone, Ting Cao
Presentations and other scholarship
This paper, based on a reflective approach, presents several insights and lessons learned from the design, development, and deployment of a location-based social network and a location-based game. These are analyzed and discussed against the life-cycle of our studies and range from engaging with the participants to dealing with technical issues while on the field. Overall, the insights and lessons learned illustrate that one should be prepared and flexible enough to accommodate any issues as they arise in a professional manner considering not only the results of the study but also the participants and the researchers involved.The aim of this …
2vt: Visions, Technologies, And Visions Of Technologies For Understanding Human Scale Spaces, Ville Paanen, Piia Markkanen, Jonas Oppenlaender, Haider Akmal, Lik Hang Lee, Ava Fatah Gen Schieck, John Dunham, Konstantinos Papangelis, Nicolas Lalone, Niels Van Berkel, Jorge Goncalves, Simo Hosio
2vt: Visions, Technologies, And Visions Of Technologies For Understanding Human Scale Spaces, Ville Paanen, Piia Markkanen, Jonas Oppenlaender, Haider Akmal, Lik Hang Lee, Ava Fatah Gen Schieck, John Dunham, Konstantinos Papangelis, Nicolas Lalone, Niels Van Berkel, Jorge Goncalves, Simo Hosio
Presentations and other scholarship
Spatial experience is an important subject in various fields, and in HCI it has been mostly investigated in the urban scale. Research on human scale spaces has focused mostly on the personal meaning or aesthetic and embodied experiences in the space. Further, spatial experience is increasingly topical in envisioning how to build and interact with technologies in our everyday lived environments, particularly in so-called smart cities. This workshop brings researchers and practitioners from diverse fields to collaboratively discover new ways to understand and capture human scale spatial experience and envision its implications to future technological and creative developments in our …
Landlords Of The Digital World: How Territoriality And Social Identity Predict Playing Intensity In Location-Based Games, Samuli Laato, Bastian Kordyaka, A.K.M. Najmul Islam, Konstantinos Papangelis
Landlords Of The Digital World: How Territoriality And Social Identity Predict Playing Intensity In Location-Based Games, Samuli Laato, Bastian Kordyaka, A.K.M. Najmul Islam, Konstantinos Papangelis
Presentations and other scholarship
Popular location-based games (LBGs) such as Pokemon GO have been downloaded hundreds of millions of times and have been shown to have a positive impact on mild exercise and social well-being of their players. Several currently popular LBGs introduce a gamified implementation of territorial conflict, where players are divided into teams that battle for the ownership of geographically distributed points of interest. We investigate how social factors and territoriality influence playing intensity in the context of Pok´emon GO. Using reasoning from social identity theory, we propose a structural model connecting territoriality, sociality and playing intensity. To test the model, we …
Children In 2077: Designing Children’S Technologies In The Age Of Transhumanism, Oğuz Oz Buruk, Oğuzhan Özcan, Gökçe Elif Baykal, Tilbe Göksun, Selçuk Acar, Güler Akduman, Mehmet Aydın Baytaş, Ceylan Beşevli, Joe Best, Aykut Coşkun, Hüseyin Uğur Genç, Baki Kocaballi, Samuli Laato, Cássia Mota, Konstantinos Papangelis, Marigo Raftopoulos, Richard Ramchurn, Juan Sádaba, Mattia Thibault, Annika Wolff, Mert Yıldız
Children In 2077: Designing Children’S Technologies In The Age Of Transhumanism, Oğuz Oz Buruk, Oğuzhan Özcan, Gökçe Elif Baykal, Tilbe Göksun, Selçuk Acar, Güler Akduman, Mehmet Aydın Baytaş, Ceylan Beşevli, Joe Best, Aykut Coşkun, Hüseyin Uğur Genç, Baki Kocaballi, Samuli Laato, Cássia Mota, Konstantinos Papangelis, Marigo Raftopoulos, Richard Ramchurn, Juan Sádaba, Mattia Thibault, Annika Wolff, Mert Yıldız
Presentations and other scholarship
What for and how will we design children’s technologies in the transhumanism age, and what stance will we take as designers? This paper aims to answer this question with 13 fictional abstracts from sixteen authors of different countries, institutions and disciplines. Transhumanist thinking envisions enhancing human body and mind by blending human biology with technological augmentations. Fundamentally, it seeks to improve the human species, yet the impacts of such movement are unknown and the implications on children’s lives and technologies were not explored deeply. In an age, where technologies can clearly be defined as transhumanist, such as under-skin chips or …
Motivational Principles And Personalisation Needs For Geo-Crowdsourced Intangible Cultural Heritage Mobile Applications, Federica Lucia Vinella, Ioanna Lykourentzou, Konstantinos Papangelis
Motivational Principles And Personalisation Needs For Geo-Crowdsourced Intangible Cultural Heritage Mobile Applications, Federica Lucia Vinella, Ioanna Lykourentzou, Konstantinos Papangelis
Presentations and other scholarship
Whether it’s for altruistic reasons, personal gains, or third party’s interests, users are influenced by different kinds of motivations when making use of mobile geo-crowdsourcing applications (geoCAs). These reasons, extrinsic and/or intrinsic, must be factored in when evaluating the use intention of these applications and how effective they are. A functional geoCA, particularly if designed for Volunteered Geographic Information (VGI), is the one that persuades and engages its users, by accounting for their diversity of needs across a period of time. This paper explores a number of proven and novel motivational factors destined for the preservation and collection of Intangible …
Completing A Crowdsourcing Task Instead Of An Assignment; What Do University Students Think?, Javed-Vassilis Khan, Konstantinos Papangelis, Panos Markopoulos
Completing A Crowdsourcing Task Instead Of An Assignment; What Do University Students Think?, Javed-Vassilis Khan, Konstantinos Papangelis, Panos Markopoulos
Presentations and other scholarship
University educators actively seek realistic projects to include in their educational activities. However, finding an actually realistic project is not trivial. The rise of crowdsourcing platforms, in which a variety of tasks are offered in the form of an open call, might be an alternative source to help educators scaleup project-based learning. But how do university students feel about executing crowdsourcing tasks instead of their typical assignments? In a study with 24 industrial design students, we investigate students' attitudes on introducing crowdsourcing tasks as assignments. Based on our study we offer four suggestions to universities that consider integrating crowdsourcing tasks …
Smart Cities At Play: Lived Experiences, Emerging Forms Of Playfulness, And Problems Of Participation, Konstantinos Papangelis, Jin-Ha Lee, Michael Saker, Catherine Jones
Smart Cities At Play: Lived Experiences, Emerging Forms Of Playfulness, And Problems Of Participation, Konstantinos Papangelis, Jin-Ha Lee, Michael Saker, Catherine Jones
Presentations and other scholarship
In recent years, the notion of smart cities has become the focus of a growing body of research. To date, much of this attention has revolved around the technical aspect, with related concerns including the creation and implementation of suitable smart city technologies. What is notably missing from these discussions, however, is a consideration of the lived experience of supposedly 'smart spaces' and the extent to which physical and digital environments are currently producing new forms of play and playfulness that can be contextualized within this field. With this in mind, the purpose of our workshop is as follows. First, …
An Examination Of The Work Practices Of Crowdfarms, Yihong Wang, Konstantinos Papangelis, Michael Saker, Ioanna Lykourentzou, Vassilis-Javed Khan, Alan Chamberlain, Jonathan Grudin
An Examination Of The Work Practices Of Crowdfarms, Yihong Wang, Konstantinos Papangelis, Michael Saker, Ioanna Lykourentzou, Vassilis-Javed Khan, Alan Chamberlain, Jonathan Grudin
Presentations and other scholarship
Crowdsourcing is a new value creation business model. Annual revenue of the Chinese market alone is hundreds of millions of dollars, yet few studies have focused on the practices of the Chinese crowdsourcing workforce, and those that do mainly focus on solo crowdworkers. We have extended our study of solo crowdworker practices to include crowdfarms, a relatively new entry to the gig economy: small companies that carry out crowdwork as a key part of their business. We report here on interviews of people who work in53 crowdfarms. We describe how crowdfarms procure jobs, carry out macrotasks and microtasks, manage their …
Exploring Self-Organisation In Crowd Teams, Ioanna Lykourentzou, Antonios Liapis, Costas Papastathis, Konstantinos Papangelis, Costas Vassilakis
Exploring Self-Organisation In Crowd Teams, Ioanna Lykourentzou, Antonios Liapis, Costas Papastathis, Konstantinos Papangelis, Costas Vassilakis
Presentations and other scholarship
Online crowds have the potential to do more complex work in teams, rather than as individuals. Team formation algorithms typically maximize some notion of global utility of team output by allocating people to teams or tasks. However, decisions made by these algorithms do not consider the decisions or preferences of the people themselves. This paper explores a complementary strategy, which relies on the crowd itself to self-organize into effective teams. Our preliminary results show that users perceive the ability to choose their teammate extremely useful in a crowdsourcing setting. We also find that self-organisation makes users feel more productive, creative …
Dronescape:Distributed Rapid On-Site Network Self-Deploying Cellular Advanced Phone Environment, Daryl Johnson, Bill Stackpole
Dronescape:Distributed Rapid On-Site Network Self-Deploying Cellular Advanced Phone Environment, Daryl Johnson, Bill Stackpole
Presentations and other scholarship
When disasters happen, the speed with which first responders and emergency personnel can contact and be contacted by the people affected by the disaster during the first minutes or hours is critical. Early communications can make the difference between life and death. During a disaster communications infrastructure of the affected area is likely to be compromised. This project proposes an inexpensive, rapidly deployable cloud of autonomous drones, each coupled with a micro-cellular base station that deploys from a transportable deployment module. The goal is to temporarily restore communications for both first responders to communicate amongst themselves as well as for …
Publication And Evaluation Challenges In Games & Interactive Media, Elizabeth L. Lawley
Publication And Evaluation Challenges In Games & Interactive Media, Elizabeth L. Lawley
Presentations and other scholarship
Faculty in the fields of games and interactive media face significant challenges in publishing and documenting their scholarly work for evaluation in the tenure and promotion process. These challenges include selecting appropriate publication venues and assigning authorship for works spanning multiple disciplines; archiving and accurately citing collaborative digital projects; and redefining “peer review,” impact, and dissemination in the context of creative digital works. In this paper I describe many of these challenges, and suggest several potential solutions.
Game Design & Development Curriculum: History & Future Directions, Elizabeth L. Lawley, Roger Altizer, Tracy Fullerton, Andrew Phelps, Constance Steinkuehler
Game Design & Development Curriculum: History & Future Directions, Elizabeth L. Lawley, Roger Altizer, Tracy Fullerton, Andrew Phelps, Constance Steinkuehler
Presentations and other scholarship
It has been nearly twenty years since the first undergraduate degree program in computer game development was established in 1998. Since that time, the number and size of programs in game design and development have grown at a rapid pace. While there were early efforts to establish curricular guidelines for the field, these face a number of challenges given the diverse range of academic homes for game-related programs. This panel will address the history of curricular development in the field, both in individual programs and across institutions. It will also explore the potential risks and rewards of developing curricular and/or …
Card Tricks: A Workflow For Scalability And Dynamic Content Creation Using Paper2d And Unreal Engine 4, Owen Gottlieb, Dakota Herold, Edward Amidon
Card Tricks: A Workflow For Scalability And Dynamic Content Creation Using Paper2d And Unreal Engine 4, Owen Gottlieb, Dakota Herold, Edward Amidon
Presentations and other scholarship
In this paper, we describe the design and technological methods of
our dynamic sprite system in Lost & Found, a table-top-to-mobile
card game designed to improve literacy regarding prosocial
aspects of religious legal systems, specifically, collaboration and
cooperation. Harnessing the capabilities of Unreal Engine’s
Paper2D system, we created a dynamic content creation pipeline
that empowered our game designers so that they could rapidly
iterate on the game’s systems and balance externally from the
engine. Utilizing the Unreal Blueprint component system we were
also able to modularize each actor during runtime as data may be
changed. The technological approach behind Lost …
“You Know You’Re Going To Fail, Right?”: Learning From Design Flaws In Just Press Play At Rit, Elizabeth L. Lawley, Andrew Phelps
“You Know You’Re Going To Fail, Right?”: Learning From Design Flaws In Just Press Play At Rit, Elizabeth L. Lawley, Andrew Phelps
Presentations and other scholarship
Abstract: In the fall of 2010, faculty in the School of Interactive Games & Media at the Rochester Institute of Technology began the initial planning for an achievement system meant to recognize and reward student engagement in non-curricular activities—specifically activities that successful graduates of the program regularly cited as significant factors in their undergraduate experience. This paper describes the design process used to create the initial version of the Just Press Play system, the results of the implementation during the 2011-12 academic year, and the significant redesign of the system that took place based on assessment of the first year …