Communications of the ACM
Is it an Agent, or Just a Program?: A Taxonomy for Autonomous Agents
ECAI '96 Proceedings of the Workshop on Intelligent Agents III, Agent Theories, Architectures, and Languages
From awareness to repartee: sharing location within social groups
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Social devices: autonomous artifacts that communicate on the internet
IOT'08 Proceedings of the 1st international conference on The internet of things
Issues on user acceptance and experience in smart interoperability environments
Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments
Proxemic interaction: designing for a proximity and orientation-aware environment
ACM International Conference on Interactive Tabletops and Surfaces
A personal context-aware multi-device coaching service that supports a healthy lifestyle
BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction
Social devices: collaborative co-located interactions in a mobile cloud
Proceedings of the 11th International Conference on Mobile and Ubiquitous Multimedia
An exploratory study of user-generated spatial gestures with social mobile devices
Proceedings of the 11th International Conference on Mobile and Ubiquitous Multimedia
Exploring usage scenarios on social devices: balancing between surprise and user control
Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces
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Social Devices is a proximity-based concept where proactive devices - such as smart phones - communicate with each other and co-located humans. The objective behind the concept is to foster new interactions between users, both those who are already familiar with each other and those who are not. From the users' viewpoint, the major questions concerning Social Devices are the acceptability of the concept and in specific, the level of proactivity of the devices. In this paper, we present the first results of evaluating the acceptance of Social Devices in a laboratory setting. We tested two versions of a game running on Social Devices by exposing the participants to four different scenarios varying in proactivity. The majority of the participants (74%, N=27) preferred to have control over starting the game. However, 48% ranked an application proactively sharing personal information to friends as the best of the four presented scenarios.