Disney's Aladdin: first steps toward storytelling in virtual reality
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Information ecologies: using technology with heart
Information ecologies: using technology with heart
Developing a context-aware electronic tourist guide: some issues and experiences
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Storytelling with digital photographs
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Sotto voce: exploring the interplay of conversation and mobile audio spaces
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
From Informing to Remembering: Ubiquitous Systems in Interactive Museums
IEEE Pervasive Computing
RFID enhances visitors' museum experience at the Exploratorium
Communications of the ACM - Special issue: RFID
Building social discourse around mobile photos: a systemic perspective
Proceedings of the 7th international conference on Human computer interaction with mobile devices & services
Personal souvenirs as ambient intelligent objects
Proceedings of the 2005 joint conference on Smart objects and ambient intelligence: innovative context-aware services: usages and technologies
Understanding the experience of interactive art: Iamascope in Beta_space
Proceedings of the second Australasian conference on Interactive entertainment
Moving with the times: IT research and the boundaries of CSCW
Computer Supported Cooperative Work
Tabletop sharing of digital photographs for the elderly
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Collective creation and sense-making of mobile media
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Supporting ethnographic studies of ubiquitous computing in the wild
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Unfolding understandings: co-designing UbiComp In Situ, over time
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Everyware: The Dawning Age of Ubiquitous Computing
Everyware: The Dawning Age of Ubiquitous Computing
Audiophotography: Bringing photos to life with sounds (The Computer Supported Cooperative Work Series)
Personal and Ubiquitous Computing - Memory and Sharing of Experiences
Social practices in location-based collecting
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Comedia: mobile group media for active spectatorship
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ECSCW'03 Proceedings of the eighth conference on European Conference on Computer Supported Cooperative Work
Sharing the square: collaborative leisure in the city streets
ECSCW'05 Proceedings of the ninth conference on European Conference on Computer Supported Cooperative Work
Performing thrill: designing telemetry systems and spectator interfaces for amusement rides
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Understanding geocaching practices and motivations
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Sharing digital photographs in the home through physical mementos, souvenirs, and keepsakes
Proceedings of the 7th ACM conference on Designing interactive systems
In support of city exploration
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Getting sidetracked: display design and occasioning photo-talk with the photohelix
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Sonic souvenirs: exploring the paradoxes of recorded sound for family remembering
Proceedings of the 2010 ACM conference on Computer supported cooperative work
Pensieve: supporting everyday reminiscence
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
From Snapshots to Social Media - The Changing Picture of Domestic Photography
From Snapshots to Social Media - The Changing Picture of Domestic Photography
Breath control of amusement rides
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Automics: souvenir generating photoware for theme parks
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Creating the spectacle: Designing interactional trajectories through spectator interfaces
ACM Transactions on Computer-Human Interaction (TOCHI)
Personalizing the theme park: psychometric profiling and physiological monitoring
UMAP'11 Proceedings of the 19th international conference on User modeling, adaption, and personalization
Performing Mixed Reality
Exploring a digital economy design space in theme parks
Procedings of the Second Conference on Creativity and Innovation in Design
Tabletop games for photo consumption at theme parks
Proceedings of the 2012 ACM international conference on Interactive tabletops and surfaces
Reflections on 25 Years of Ethnography in CSCW
Computer Supported Cooperative Work
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In this paper, we present the theme park as a novel commercial setting and distinct cultural ecology for CSCW research, presenting challenges to technology designers interested in supporting cultural visiting activities. We report findings from an empirical field study of theme park visiting by groups. Our account focuses on how visitors encountered the theme park, and how they worked with or "geared in" to what the park provided in order to pursue leisure activities to their own ends. We further demonstrate that, whilst theme park visiting features thrilling and fun activities, it also features the prosaic concerns of planning, parenting and money that connect it to ordinary social life. As such, we present the theme park as a setting in which work and leisure are intertwined as concerns of both visitors and the park, for producing and consuming theme park experience. We have focussed on the work of visiting groups to pursue leisure, and their combined use of park-provided and personal technologies in various "trajectories of interaction" within the park. Our findings point to considerations for the design of services that connect with park-provided and personal technologies to support group visiting, in theme parks and related settings.