Advances in conductive inks and increasingly accessible and flexible platforms, such as Arduino and Raspberry Pi, are allowing researchers to transform a range of surfaces, including paper and additive layer objects, into capacitive surfaces. When imbued with Internet connectivity, and placed within the 'Internet of things', opportunities to create interactive surfaces that respond to touch and offer audio playback or other data transfer via additional connected peripherals emerge. This poster explores the potential for web-connected paper interfaces with the media and publishing sector and an accompanying content management and system-analytics package to present a range of content, design, interaction and revenue-based opportunities for related industries. It also hints at how paper could be a viable interactive surface and posits potential related work on a wider and cross-industry spectrum.
In the emerging world of m-commerce potential users consistently cite location based services as a technology they would be interested in using. However, solutions to obtaining the specific location of the user predominately rely on the provision of additional hardware and/or software within the mobile phone or the system infrastructure. These techniques are often inappropriate for indoor and highly urban environments where the line of sight to the location measurement unit is often unavailable resulting in inaccurate and unreliable positional information. In this paper we present a system that can be used with any current mobile phone system to provide location based information/advertisements to any mobile phone, equipped with Bluetooth technology, without any necessity of installing client side software. The system can be used to provide systems such as location based information for tourist in cities or museums or location based advertisements.
Location-based games not only offer new experiences for the players, but also present new challenges for researchers in terms of analyzing player behaviour. Whilst many ethnographical studies have presented useful qualitative insights into this area, there is the potential to both improve support for these studies and to provide more effective representations of the quantitative data that can often be extracted from the game itself in a manner that enables greater understanding. In this paper, we illustrate how combined spatial and temporal information can be represented using the human geographers' technique of space-time paths to provide 3D visualizations of a player's or players' movement. Our analysis of a particular location-based game shows how a richer understanding of overall game play is obtained and highlights the possibilities for using the technique for a whole range of locationbased services to provide a more complete view of complexities of journeys. Further, we discuss how these techniques can be utilized more generally by ethnographers who study the behaviour of mobile actors.
________________________________________________________________________________________ Cellular phones offer a whole range of interesting and exciting possibilities for entertainment systems coupled with a very resource-constrained environment. In this article we consider the possibilities currently achievable through the example of a networked sports service. Applications that keep users up-to-date with sports results and playing fantasy team games, based on the results of actual events, are well established on the Internet; they attract millions of subscribers world-wide. As yet, the sports results services on cellular phones, even within countries that offer 3G services, are by and large SMS or WAP-based, and there are no dedicated fantasy team game services for cellular phones. In this article we present a novel application using GPRS that not only keeps users up-to-date, wherever they are, with the events of the English Premier Football League, but also provides the opportunity of playing a real-time fantasy football game as these events transpire. As we are seeing moves by cellular phone manufacturers to adopt standardized operating systems, we compare application development in Symbian, Brew, and J2ME. Although J2ME is not an operating system, it has, up until recently, been the only means of cross-platform application development for cellular phonesThis application not only takes advantage of the "nature" of the cellular network, rather than porting existing services off the Internet, but radically improves currently available services in terms of cost and efficiency. It also highlights the fact that resource constraints on a cellular phone are not a bar to creating compelling content. This technique could be applied to a whole range of sports from Formula 1 to baseball.
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