Generative communication in Linda
ACM Transactions on Programming Languages and Systems (TOPLAS)
Component Software: Beyond Object-Oriented Programming
Component Software: Beyond Object-Oriented Programming
Patterns of Enterprise Application Architecture
Patterns of Enterprise Application Architecture
IEEE Pervasive Computing
Orchestrating a mixed reality game 'on the ground'
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ContextPhone: A Prototyping Platform for Context-Aware Mobile Applications
IEEE Pervasive Computing
Creating entertainment applications for cellular phones
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
The Drop: pragmatic problems in the design of a compelling, pervasive game
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Pervasive Gaming in the Everyday World
IEEE Pervasive Computing
Capture the Flag: Mixed-Reality Social Gaming with Smart Phones
IEEE Pervasive Computing
LIME: A coordination model and middleware supporting mobility of hosts and agents
ACM Transactions on Software Engineering and Methodology (TOSEM)
Issues in Developing Ubicomp Applications on Symbian Phones
FUMCA '06 Proceedings of the International Workshop on System Support for Future Mobile Computing Applications
Place lab: device positioning using radio beacons in the wild
PERVASIVE'05 Proceedings of the Third international conference on Pervasive Computing
Place-Its: a study of location-based reminders on mobile phones
UbiComp'05 Proceedings of the 7th international conference on Ubiquitous Computing
Android vs Windows Mobile vs Java ME: a comparative study of mobile development environments
Proceedings of the 3rd International Conference on PErvasive Technologies Related to Assistive Environments
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Mobile phones are a widely-available class of device with supporting communications infrastructure which can be appropriated and exploited to support ubicomp experiences. However mobile phones vary hugely in their capabilities. We explore how a single dimension of phone application type embodies the critical trade-off between capability and availability, i.e. between what can be done and the fraction of potential participants' phones that can do this. We describe four different mobile phone ubicomp experiences that illustrate different points along this continuum (SMS, WAP/Web, and J2ME, Python and native applications) and the common software platform/toolkit, EQUIP2, that has been co-developed to support them. From this we propose four development strategies for addressing mobile phone diversity: prioritise support for server development (including web integration), migrate functionality between server(s) and handset(s), support flexible communication options, and use a loosely coupled (data-driven and component-based) software approach.