Cyberguide: a mobile context-aware tour guide
Wireless Networks - Special issue: mobile computing and networking: selected papers from MobiCom '96
NotePals: lightweight note sharing by the group, for the group
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Communication through virtual active objects overlaid onto the real world
Proceedings of the third international conference on Collaborative virtual environments
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There has been few location-aware system which have two-way system. The playing tag is a very popular game in Japan. This game has a two-way communication in a sense. We have developed an electronic playing tag support system for cooperative game, named E-ONIGOCO. The system consists of a PDA, a GPS and a mobile phone. We performed five types of experiments at two universities 24 times. Four types are the electronic playing tags and the remainder is a conventional playing tag. The results of experiments were showed below. (1) The devised services based on the electronic playing tag support groupware were better estimation than that of the conventional playing tag. The mutual positioning information using a GPS was effective for the playing tags. (2) If the accuracy of a GPS decrease, we spend a little more time to catch. But the time did not exceed the playing time of the conventional play tag. (3) We can realize the electronic playing tag between remote universities. But we should add the reality using the remainder of five senses for lack of seriousness.