Pirates: proximity-triggered interaction in a multi-player game
CHI '01 Extended Abstracts on Human Factors in Computing Systems
Techniques for Interactive Audience Participation
ICMI '02 Proceedings of the 4th IEEE International Conference on Multimodal Interfaces
The Interactive Dance Club: Avoiding Chaos in a Multi-Participant Environment
Computer Music Journal
Engaging the crowd: studies of audience-performer interaction
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Understanding collective play in an urban screen game
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Cloud computing and developing nations
Communications of the ACM
Securing elasticity in the cloud
Communications of the ACM
Earthquake shakes Twitter users: real-time event detection by social sensors
Proceedings of the 19th international conference on World wide web
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Squidball: an experiment in large-scale motion capture and game design
INTETAIN'05 Proceedings of the First international conference on Intelligent Technologies for Interactive Entertainment
Crowd computing: a literature review and definition
Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference
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In this paper we propose a taxonomy for crowd based interaction paradigms, and categorise the literature according to this taxonomy. The conventional definition of crowds needs to be reconsidered in the light of advances in communication technology such as smart phones and cloud based infrastructures. We have extended the definition to encompass virtual dispersed crowds by considering the core components of crowd based activities. We found that much of the existing work offers simplistic reactive control in exchange for economical, highly synchronous, co-operative activities. We argue that the same co-operative component and economy can be obtained with rich reflective control. By combining the cloud, smart phones, and tools, this gap can be exploited to create a new class of rich, thought provoking, economical, crowd computing.