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CHI '03 Extended Abstracts on Human Factors in Computing Systems
"Fancy a Schmink?": a novel networked game in a cafe
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
The introduction of a shared interactive surface into a communal space
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Proceedings of the 13th annual ACM international conference on Multimedia
Multi-User Mobile Applications and a Public Display: Novel Ways for Social Interaction
PERCOM '06 Proceedings of the Fourth Annual IEEE International Conference on Pervasive Computing and Communications
Appropriation of a MMS-based comic creator: from system functionalities to resources for action
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Extending large-scale event participation with user-created mobile media on a public display
Proceedings of the 6th international conference on Mobile and ubiquitous multimedia
Story Mashup: design and evaluation of novel interactive storytelling game for mobile and web users
Proceedings of the 6th international conference on Mobile and ubiquitous multimedia
Mobile multimedia presentation editor: enabling creation of audio-visual stories on mobile devices
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Lessons learned: game design for large public displays
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
Understanding collective play in an urban screen game
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Social and spatial interactions: shared co-located mobile phone use
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Collaborative use of mobile phones for brainstorming
Proceedings of the 12th international conference on Human computer interaction with mobile devices and services
Designing Interfaces in Public Settings: Understanding the Role of the Spectator in Human-Computer Interaction
Automics: souvenir generating photoware for theme parks
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Pass-them-around: collaborative use of mobile phones for photo sharing
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Large displays in urban life - from exhibition halls to media facades
CHI '11 Extended Abstracts on Human Factors in Computing Systems
EasyGroups: binding mobile devices for collaborative interactions
CHI '12 Extended Abstracts on Human Factors in Computing Systems
MobiComics: collaborative use of mobile phones and large displays for public expression
MobileHCI '12 Proceedings of the 14th international conference on Human-computer interaction with mobile devices and services
Workshop on human computer interaction in third places.
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Displaydrone: a flying robot based interactive display
Proceedings of the 2nd ACM International Symposium on Pervasive Displays
SpeechPlay: composing and sharing expressive speech through visually augmented text
Proceedings of the 25th Australian Computer-Human Interaction Conference: Augmentation, Application, Innovation, Collaboration
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In this paper, we are concerned with how a real-world social situation shapes the interaction with a novel technology that combines collocated mobile phone and public display use for groups of people. We present a user study of a system that allows collaborative creation and sharing of comic strips on public displays in a social setting such as a pub or café. The system utilizes mobile phones and public displays for shared collaborative expression between collocated users. A user study spanning three sessions was conducted in real-world settings: one during the social event following a seminar on games research and two in a bar on a regular weekday evening. We present and discuss our findings with respect to how the larger social situation and location influenced the interaction with the system, the collaboration between participants of a team, how people moved between different roles (i.e., actor, spectator and bystander), and the privacy issues it evoked from participants.