15 results on '"Marek Bell"'
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2. Adapting ubicomp software and its evaluation
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Marek Bell, Matthew Chalmers, Stuart Reeves, Scott Sherwood, Alistair Morrison, and Malcolm Hall
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Software ,Iterative design ,Human–computer interaction ,Software deployment ,business.industry ,Computer science ,Component-based software engineering ,Software construction ,Software development ,Software design ,business ,Software engineering ,Software design description - Abstract
We describe work in progress on tools and infrastructure to support adaptive component-based software for mobile devices 'in our case, Apple iPhones. Our high level aim is 'design for appropriation', i.e. system design for uses and contexts that designers may not be able to fully predict or model in advance. Logs of users' system operation are streamed back in real time to evaluators' data visualisation tools, so that they can assess design problems and opportunities. Evaluators and developers can then create new software components that are sent to the mobile devices. These components are either integrated automatically on the fly, or offered as recommendations for users to accept or reject. By connecting developers, users, and evaluators, we aim to quicken the pace of iterative design so as to improve the process of creating and sustaining contextually fitting software.
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- 2009
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3. Visualisation of Spectator Activity at Stadium Events
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Alistair Morrison, Marek Bell, and Matthew Chalmers
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World Wide Web ,Information visualization ,Engineering ,Data visualization ,Exploit ,business.industry ,Human–computer interaction ,Mobile computing ,Mobile ad hoc network ,business ,Stadium ,Mobile device ,Visualization - Abstract
Recent advances in mobile device technology have opened up new possibilities in enhancing the experience of spectators at stadium-based sporting events. In creating novel applications for use in such settings, designers must be aware of the current practices of spectators and of features of the environment at such events that novel applications may seek to exploit. This work forms an early part of the Designing the Augmented Stadium project. Data sets have been collected from spectators, logging the results of Bluetooth scans alongside GPS location. This paper presents an information visualization tool that can be used in the analysis and exploration of this data, to provide insight into the activities of spectators, the relationship between an individual spectator and the crowd as a whole and the suitability of stadium environments for applications based on infrastructure such as mobile ad hoc networks (MANETs) and wireless mesh networking. Various visualization tools are described and example cases are illustrated, using several real-world data sets recorded at football matches.
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- 2009
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4. EyeSpy
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Donny MacMillan, John Ferguson, Barry Brown, Scott Sherwood, Marek Bell, Matthew Chalmers, and Stuart Reeves
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World Wide Web ,Side effect (computer science) ,Reflection (computer programming) ,Computer science ,Human–computer interaction ,ComputingMilieux_PERSONALCOMPUTING ,Multiplayer game ,USable ,Task (project management) - Abstract
This paper demonstrates how useful content can be generated as a by-product of an enjoyable mobile multiplayer game. In EyeSpy, players tag geographic locations with photos or text. By locating the places in which other players' tags were created and 'confirming' them, players earn points for themselves and verify the tags' locations. As a side effect of game-play, EyeSpy produces a collection of recognisable and findable geographic details, in the form of photographs and text tags, that can be repurposed to support navigation tasks. Two user trials of the game successfully produced an archive of geo-located photographs and tags, and in a follow-up experiment we compared performance in a navigation task using photographs from the game, with geo-referenced photos collected from the Flickr website. Our experiences with EyeSpy support reflection upon the design challenges presented by 'human computation' and the production of usable by-products through mobile game-play.
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- 2009
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5. From awareness to repartee
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Scott Sherwood, Malcolm Hall, Barry Brown, Marek Bell, Louise Barkhuus, and Matthew Chalmers
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Computer science - Published
- 2008
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6. Play and Sociability in There: Some Lessons from Online Games for Collaborative Virtual Environments
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Barry Brown and Marek Bell
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Focus (computing) ,Human–computer interaction ,Computer science ,Virtual machine ,Currency ,Social environment ,Graphics ,computer.software_genre ,computer ,Coherence (linguistics) ,Social relation ,Simple (philosophy) - Abstract
While online games have become increasingly popular in recent years, there has been very little overlap between games research and virtual environments researchers. Indeed, one could argue that for a number of years, the design of video games have been ahead of virtual environment research, not only in technical aspects such as graphics or networking, but also in how game designers have managed their online worlds as social environments. Designers of online games have had to take seriously both the details of social interaction between individuals, but also how these interactions play out in the broader socio-economic balance of their online worlds [1]. In this chapter, we explore the lessons which collaborative virtual environments (CVEs) could derive from online gaming environments, focusing on mundane interaction. Our activities and experiences in the real world depend in many ways upon mundane interaction for their operation [2]. Organisations whatever their size, in meetings and elsewhere, rely on talk [3]. Even the market transactions of currency traders depend upon chat for their coherence and reproducibility [4]. In a similar way in virtual environments it is in avatar-to-avatar interaction that experiences are configured. For virtual environments to be successful, we need to be able to interact with others around objects, refer to objects in our talk and share our awareness of other players and their movements [5]. This chapter focuses on these interactions, exploring how in the seemingly simple building blocks of talk and interaction around objects, enjoyable experiences are formed. We focus on the study of one game in detail, the social environment There, examining how its flat displays of colour come to form
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- 2006
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7. Interweaving mobile games with everyday life
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Scott Sherwood, Marek Bell, Louise Barkhuus, Steve Benford, Alastair Hampshire, Duncan Rowland, Matthew Chalmers, Barry Brown, Mauricio Capra, Paul Tennent, and Malcolm Hall
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QA75 ,World Wide Web ,Core (game theory) ,Game mechanics ,Pervasive gaming ,Ubiquitous computing ,Human–computer interaction ,Computer science ,ComputingMilieux_PERSONALCOMPUTING ,Key (cryptography) ,Everyday life - Abstract
We introduce a location--based game called Feeding Yoshi that provides an example of seamful design, in which key characteristics of its underlying technologies-the coverage and security characteristics of WiFi-are exposed as a core element of gameplay. Feeding Yoshi is also a long--term, wide--area game, being played over a week between three different cities during an initial user study. The study, drawing on participant diaries and interviews, supported by observation and analysis of system logs, reveals players' reactions to the game. We see the different ways in which they embedded play into the patterns of their daily lives, augmenting existing practices and creating new ones, and observe the impact of varying location on both the ease and feel of play. We identify potential design extensions to Feeding Yoshi and conclude that seamful design provides a route to creating engaging experiences that are well adapted to their underlying technologies.
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- 2006
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8. Sharing the square: Collaborative Leisure in the City Streets
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Matthew Chalmers, Marek Bell, Paul Rudman, Barry Brown, Malcolm Hall, Ian MacColl, Gellersen, H., Schmidt, K., Beaudouin-Lafon, M., and Mackay, W.
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QA75 ,Value (ethics) ,World Wide Web ,Focus (computing) ,Work (electrical) ,business.industry ,Web page ,Photography ,Collaborative filtering ,Sociology ,business ,Social relation ,Digital media - Abstract
Sharing events with others is an important part of many enjoyable experiences. While most existing co-presence systems focus on work tasks, in this paper we describe a lightweight mobile system designed for sharing leisure. This system allows city visitors to share their experiences with others both far and near, through tablet computers that share photographs, voice and location. A collaborative filtering algorithm uses historical data of previous visits to recommend photos, web pages and places to visitors, bringing together online media with the city's streets. In an extensive user trial we explored how these resources were used to collaborate around physical places. The trial demonstrates the value of technological support for sociability - enjoyable shared social interaction. Lastly, the paper discusses support for collaborative photography, and the role history can play to integrate online media with physical places.
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- 2006
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9. Domino: Exploring Mobile Collaborative Software Adaptation
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Phil Gray, Malcolm Hall, Matthew Chalmers, Marek Bell, and Barry Brown
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World Wide Web ,Collaborative software ,Ubiquitous computing ,File sharing ,Human–computer interaction ,business.industry ,Computer science ,Mobile architecture ,Component-based software engineering ,Mobile computing ,Mobile agent ,business ,Adaptation (computer science) - Abstract
Social Proximity Applications (SPAs) are a promising new area for ubicomp software that exploits the everyday changes in the proximity of mobile users. While a number of applications facilitate simple file sharing between co–present users, this paper explores opportunities for recommending and sharing software between users. We describe an architecture that allows the recommendation of new system components from systems with similar histories of use. Software components and usage histories are exchanged between mobile users who are in proximity with each other. We apply this architecture in a mobile strategy game in which players adapt and upgrade their game using components from other players, progressing through the game through sharing tools and history. More broadly, we discuss the general application of this technique as well as the security and privacy challenges to such an approach.
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- 2006
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10. Gaming on the edge
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Malcolm Hall, Marek Bell, Paul Tennent, Matthew Chalmers, Barry Brown, and Scott Sherwood
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QA75 ,Ubiquitous computing ,Exploit ,Multimedia ,Emerging technologies ,Wireless network ,Computer science ,business.industry ,ComputingMilieux_PERSONALCOMPUTING ,computer.software_genre ,QA76 ,Hotspot (Wi-Fi) ,Human–computer interaction ,Wireless ,Treasure ,business ,computer - Abstract
Outdoor multi-player games are an increasingly popular application area for ubiquitous computing, supporting experimentation both with new technologies and new user experiences. This paper presents an outdoor ubicomp game that exploits the gaps or seams that exist in complex computer systems. Treasure is designed so that players move in and out of areas of wireless network coverage, taking advantage not only of the connectivity within a wireless ‘hotspot’ but of the lack of connectivity outside it. More broadly, this paper discusses how the notion of seamful design can be a source of design ideas for ubicomp games.
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- 2005
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11. Picking Pockets on the Lawn: The Development of Tactics and Strategies in a Mobile Game
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Malcolm Hall, Paul Tennent, Barry Brown, Matthew Chalmers, Louise Barkhuus, Marek Bell, and Scott Sherwood
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Development (topology) ,Ubiquitous computing ,Human–computer interaction ,Computer science ,ComputingMilieux_PERSONALCOMPUTING ,Sample (statistics) ,Multiplayer game ,Computer security ,computer.software_genre ,computer - Abstract
This paper presents Treasure, 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.
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- 2005
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12. CSCW at play
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Marek Bell and Barry Brown
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Entertainment ,Game mechanics ,Game design ,Human–computer interaction ,Computer science ,media_common.quotation_subject ,Computer-supported cooperative work ,ComputingMilieux_PERSONALCOMPUTING ,Flexibility (personality) ,Conversation ,Game Developer ,Collaborative virtual environment ,media_common - Abstract
Video games are of increasing importance, both as a cultural phenomenon and as an application of collaborative technology. In particular, many recent online games feature persistent collaborative virtual environments (CVEs), with complex social organisation and strong social bonds between players. This paper presents a study of 'There', one such game, focusing on how There has been appropriated by its players. In particular we describe how its flexibility has allowed players to develop their own forms of play within the game. Three aspects of There are discussed: first, how the environment supports a range of social activities around objects. Second, how the chat environment is used to produce overlapping chat and how the game itself provides topics for conversation. Lastly, how the 'place' of There is a fluid interaction space that supports safe interactions between strangers. The paper concludes by drawing design lessons concerning the importance of supporting shared online activity, interaction between strangers, and the difficulties of designing for play.
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- 2004
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13. Social interaction in 'there'
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Barry Brown and Marek Bell
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Social computing ,Virtual machine ,Computer science ,Human–computer interaction ,Ethnography ,Feature (machine learning) ,Social competence ,computer.software_genre ,computer ,Social heuristics ,Social relation ,Gesture - Abstract
Persistent online environments, such as multi-player games, exhibit a complex social organisation. These environments often feature large social groupings and elaborate cooperative behaviours. This paper discusses 'There', one such environment, focusing on how users interact online. Resources such as overlapping chat and emotional gestures create a compelling social experience, although not one without its problems. We draw three lessons from There for the design of games and virtual environments: that text chat can be better integrated into the virtual environment, that gestures are valuable as communication topics as well as resources, and that social interactions can improve the social presence felt in virtual environments.
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- 2004
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14. Seamful design: showing the seams in wearable computing
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Matthew Chalmers, Ian MacColl, and Marek Bell
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Collaborative software ,Engineering ,Ubiquitous computing ,Process (engineering) ,business.industry ,Human–computer interaction ,Mobile computing ,Wearable computer ,Systems design ,Augmented reality ,business ,Mixed reality - Abstract
In this paper, we question the assumption that seamless integration of computer system components is necessarily a design requirement for wearable computing and for ubiquitous computing. We explore Mark Weiser's notions of seamlessness and `seamfulness', and use them in discussing the design and use of wearable and ubicomp systems. The physical nature of the systems we design reveals itself in, for example, uncertainty in sensing, limited coverage of communications infrastructure and the transformations needed to share data between heterogeneous tools and media. When such seams show through, as they inevitably do, users perceive and appropriate them for their own uses. We suggest that new opportunities for system design arise if we take fuller account of this process, and consider making it a deliberate policy to reveal and use seams. We offer examples of seams and some suggestions for seamful design, drawing from the Equator interdisciplinary research collaboration's work on ubiquitous computing and mixed reality systems. More particularly, we focus on our work in Equator's City project, on a system that lets a visitor using a PDA in a museum exhibition or cultural institution co-visit with people using virtual reality and Web versions of the same institution. Our work is strongly influenced by the vision of ubiquitous computing presented by Mark Weiser.
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- 2003
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15. Multimodal 'eyes-free' interaction techniques for wearable devices
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Malcolm Hall, Joanna Lumsden, Stephen Brewster, Marek Bell, and Stuart Tasker
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Pie menu ,QA75 ,Multimedia ,Computer science ,business.industry ,Interface (computing) ,Wearable computer ,Interaction technique ,computer.software_genre ,Multimodal interaction ,QA76 ,Human–computer interaction ,Gesture recognition ,business ,Mobile device ,computer ,Wearable technology ,Gesture - Abstract
Mobile and wearable computers present input/output prob-lems due to limited screen space and interaction techniques. When mobile, users typically focus their visual attention on navigating their environment - making visually demanding interface designs hard to operate. This paper presents two multimodal interaction techniques designed to overcome these problems and allow truly mobile, 'eyes-free' device use. The first is a 3D audio radial pie menu that uses head gestures for selecting items. An evaluation of a range of different audio designs showed that egocentric sounds re-duced task completion time, perceived annoyance, and al-lowed users to walk closer to their preferred walking speed. The second is a sonically enhanced 2D gesture recognition system for use on a belt-mounted PDA. An evaluation of the system with and without audio feedback showed users' ges-tures were more accurate when dynamically guided by au-dio-feedback. These novel interaction techniques demon-strate effective alternatives to visual-centric interface de-signs on mobile devices.
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