Sotto voce: exploring the interplay of conversation and mobile audio spaces
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Life on the edge: supporting collaboration in location-based experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Parallel worlds: immersion in location-based experiences
CHI '05 Extended Abstracts on Human Factors in Computing Systems
History Unwired: mobile narrative in historic cities
Proceedings of the working conference on Advanced visual interfaces
Design for coincidence: incorporating real world artifacts in location based games
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
Mediascapes: Context-Aware Multimedia Experiences
IEEE MultiMedia
I seek the nerves under your skin
Proceedings of the seventh ACM conference on Creativity and cognition
A research methodology for evaluating location aware experiences
Personal and Ubiquitous Computing
Backseat playgrounds: pervasive storytelling in vast location based games
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
Of Catwalk Technologies and Boundary Creatures
ACM Transactions on Computer-Human Interaction (TOCHI) - Special Issue of “The Turn to The Wild”
Hi-index | 0.00 |
This paper describes and compares two audio guides used to inform the general public about local historical events, specifically the 1831 Reform Riot as it happened in and around Nottingham in England. One audio guide consisted of a guided walk, organised and produced by a local community history group, where members of the group performed spoken narratives at specific points of interest around Nottingham city centre, delivered to a large group of participants. The other guide was a trail of geolocated audio files, created by the same community history group and delivered via location-aware smartphones to a smaller group of participants. This second guide provided similar historical information at the same points of interest as the guided walk, authored using a third-party software app that employed a mapping facility to trigger audio events at specified locations. Our central research question was to examine how these experiences differed or were similar; whether they provided an effective means of learning by the general public about local historical events; and how these kinds of techniques can be used in the future or by other community groups.