2009
DOI: 10.1007/978-1-84882-477-5_11
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Awareware: Narrowcasting Attributes for Selective Attention, Privacy, and Multipresence

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Cited by 5 publications
(21 citation statements)
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“…sink correspondences, directionalizing, localizing, or spatializing each source to its best sink, a function of respective and mutual direction and orientation, directionality, and range. The apparent paradoxes of auditory multipresence can be resolved by an ''autofocus'' technique that uses Helmholtz reciprocity (exchangeability of sources and sinks) and simulated precedence effect (perceptual fusion) to disambiguate soundscapes [35], like a ''snap-to'' grid. Auditory interfaces can simulate ''superhearing'' including hyperacuity: hyperselectivity as well as hypersensitivity.…”
Section: Multipresence and ''Anyware''mentioning
confidence: 99%
“…sink correspondences, directionalizing, localizing, or spatializing each source to its best sink, a function of respective and mutual direction and orientation, directionality, and range. The apparent paradoxes of auditory multipresence can be resolved by an ''autofocus'' technique that uses Helmholtz reciprocity (exchangeability of sources and sinks) and simulated precedence effect (perceptual fusion) to disambiguate soundscapes [35], like a ''snap-to'' grid. Auditory interfaces can simulate ''superhearing'' including hyperacuity: hyperselectivity as well as hypersensitivity.…”
Section: Multipresence and ''Anyware''mentioning
confidence: 99%
“…When going through experiences, players are often motivated through personal, contextual, and social objectives (Isbister, 2010), while capturing the world's aspects through their perspective in the given moment. An experience is defined by considering cognitive abilities (Nacke, 2015;Hodent, 2017), the context, and the environment the user is (Isbister, 2010;Cohen & Newton Fernando, 2009), how aesthetically pleasing the experience is perceived by the user (Calvillo-Gámez, Cairns, & Cox, 2015) and social influence with relatives (Isbister, 2010;Oulasvirta, 2009;Cohen & Newton Fernando, 2009). These elements guide developers to design pleasurable and enjoyable experiences for their customers.…”
Section: User Experiencementioning
confidence: 99%
“…It can be a vast and big forest with a character roaming through it, or it can just be a two-dimensional game. According to the literature, the concept of presence (Takatalo, Häkkinen, & Nyman, 2015;Cohen & Newton Fernando, 2009) employs "the sense of being there", even if said environment is entirely virtual. This connection is characterized by the player's sense of self-presence in the virtual environment.…”
Section: Presence and Awareness In Virtual Environmentsmentioning
confidence: 99%
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“…With the "spread of wireless communication and the desire to travel 'light,' collaboration across mobile devices", such as phones, tables, and notebooks, is a likely trend for future groupware applications [3]. With the diffusion of mobile devices in the working landscape, there is an economic interest in using standard mobile devices to develop remote expert support [12].…”
Section: Related Workmentioning
confidence: 99%