Re-place-ing space: the roles of place and space in collaborative systems
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
Cyberguide: a mobile context-aware tour guide
Wireless Networks - Special issue: mobile computing and networking: selected papers from MobiCom '96
Developing a context-aware electronic tourist guide: some issues and experiences
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
ARQuake: the outdoor augmented reality gaming system
Communications of the ACM - Internet abuse in the workplace and Game engines in scientific research
Designing Collaborative Systems: A Practical Guide to Ethnography
Designing Collaborative Systems: A Practical Guide to Ethnography
Six in the city: introducing Real Tournament - a mobile IPv6 based context-aware multiplayer game
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Personal and Ubiquitous Computing
Seamful interweaving: heterogeneity in the theory and design of interactive systems
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Ambient wood: designing new forms of digital augmentation for learning outdoors
Proceedings of the 2004 conference on Interaction design and children: building a community
Life on the edge: supporting collaboration in location-based experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Accuracy characterization for metropolitan-scale Wi-Fi localization
Proceedings of the 3rd international conference on Mobile systems, applications, and services
The Frame of the Game: Blurring the Boundary between Fiction and Reality in Mobile Experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ACM Transactions on Computer-Human Interaction (TOCHI)
Re-space-ing place: "place" and "space" ten years on
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
A report on the crossmedia game epidemic menace
Computers in Entertainment (CIE) - Interactive entertainment
He says, she says: conflict and coordination in Wikipedia
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Sharing the square: collaborative leisure in the city streets
ECSCW'05 Proceedings of the ninth conference on European Conference on Computer Supported Cooperative Work
Collecting and Sharing Location-based Content on Mobile Phones in a Zoo Visitor Experience
Computer Supported Cooperative Work
Understanding geocaching practices and motivations
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The three-sixty illusion: designing for immersion in pervasive games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Ubikequitous computing: designing interactive experiences for cyclists
Proceedings of the 11th International Conference on Human-Computer Interaction with Mobile Devices and Services
Lifetag: WiFi-based continuous location logging for life pattern analysis
LoCA'07 Proceedings of the 3rd international conference on Location-and context-awareness
Place lab: device positioning using radio beacons in the wild
PERVASIVE'05 Proceedings of the Third international conference on Pervasive Computing
Picking pockets on the lawn: the development of tactics and strategies in a mobile game
UbiComp'05 Proceedings of the 7th international conference on Ubiquitous Computing
Extending authoring tools for location-aware applications with an infrastructure visualization layer
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Placebooks: participation, community, design, and ubiquitous data aggregation ‘in the wild'
HCI International'13 Proceedings of the 15th international conference on Human Interface and the Management of Information: information and interaction design - Volume Part I
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Touring location-based experiences is challenging, as both content and underlying location services must be adapted to each new setting. A study of a touring performance called Rider Spoke as it visited three different cities reveals how professional artists developed a novel approach to these challenges in which users drove the co-evolution of content and the underlying location service as they explored each new city. We show how the artists iteratively developed filtering, survey, visualization, and simulation tools and processes to enable them to tune the experience to the local characteristics of each city. Our study reveals how by paying attention to both content and infrastructure issues in tandem, the artists were able to create a powerful user experience that has since toured to many different cities.