Using a mobile phone as a "Wii-like" controller for playing games on a large public display
International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006
Proceedings of the 9th international conference on Human computer interaction with mobile devices and services
Hanmadang: entertainment systems for massive face-to-face interaction
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Doodle space: painting on a public display by cam-phone
AMC '09 Proceedings of the 2009 workshop on Ambient media computing
Requirements and design space for interactive public displays
Proceedings of the international conference on Multimedia
An exploratory study of input modalities for mobile devices used with museum exhibits
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Social and privacy aspects of a system for collaborative public expression
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Tea table mediator: a multimodal ambient display on the table exploiting five senses convergence
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
Proceedings of the 11th International Conference on Mobile and Ubiquitous Multimedia
Proceedings of the 12th International Conference on Mobile and Ubiquitous Multimedia
Convergence of interactive displays with smart mobile devices for effective advertising: A survey
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
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In this paper we introduce prerequisites for the empowerment of social interaction when using a multi-user mobile service. The paper is based on a case study of user experiences of a multiplayer mobile game where the players attend the game via their mobile phones whilst their activity is materialized on a common public display. Based on the results of user evaluation we introduce three enabling factors for social interaction in a multiplayer game: context, communication and identification. User aspects to these factors as well as perspectives to other types of services are presented.