Extending cyberspace: location based games using cellular phones
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
φ2: exploring physical check-ins for location-based services
Proceedings of the 12th ACM international conference adjunct papers on Ubiquitous computing - Adjunct
NFC Mobile Parlor Games Enabling Direct Player to Player Interaction
NFC '11 Proceedings of the 2011 Third International Workshop on Near Field Communication
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Towards massively multi-user augmented reality on handheld devices
PERVASIVE'05 Proceedings of the Third international conference on Pervasive Computing
Extending authoring tools for location-aware applications with an infrastructure visualization layer
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
"CheckinDJ" using check-ins to crowdsource music preferences
Proceeding of the 16th International Academic MindTrek Conference
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Checking-in to social networks to inform 'friends' of a user's up-to-date location and activities is becoming part of the information we reveal. However, it is possible for users to 'cheat' the system to gain extra points as the granularity of the positioning technologies allows a user to check-in to location they may not actually be physically present within. Whilst such actions may be of little concern to players they are significant to locations using such systems as a means of increasing engagement with customers. In this paper we present a system that prevents such abuse of the check-in mechanic by requiring a user to physically check-in at a location. This system allows location owners to validate location check-ins and provide added value services and an enhanced social experience by directly interacting with those utilizing such services.