TY - GEN
T1 - Social and privacy aspects of a system for collaborative public expression
AU - Holopainen, Jussi
AU - Lucero, Andrés
AU - Saarenpää, Hannamari
AU - Nummenmaa, Timo
AU - Ali, Abdallah El
AU - Jokela, Tero
N1 - Publication details (e.g. title, author(s), publication statuses and dates) are captured on an “AS IS” and “AS AVAILABLE” basis at the time of record harvesting from the data source. Suggestions for further amendments or supplementary information can be sent to [email protected].
PY - 2011
Y1 - 2011
N2 - In this paper, we are concerned with how a real-world social situation shapes the interaction with a novel technology that combines collocated mobile phone and public display use for groups of people. We present a user study of a system that allows collaborative creation and sharing of comic strips on public displays in a social setting such as a pub or café. The system utilizes mobile phones and public displays for shared collaborative expression between collocated users. A user study spanning three sessions was conducted in real-world settings: one during the social event following a seminar on games research and two in a bar on a regular weekday evening. We present and discuss our findings with respect to how the larger social situation and location influenced the interaction with the system, the collaboration between participants of a team, how people moved between different roles (i.e., actor, spectator and bystander), and the privacy issues it evoked from participants. Copyright 2011 ACM.
AB - In this paper, we are concerned with how a real-world social situation shapes the interaction with a novel technology that combines collocated mobile phone and public display use for groups of people. We present a user study of a system that allows collaborative creation and sharing of comic strips on public displays in a social setting such as a pub or café. The system utilizes mobile phones and public displays for shared collaborative expression between collocated users. A user study spanning three sessions was conducted in real-world settings: one during the social event following a seminar on games research and two in a bar on a regular weekday evening. We present and discuss our findings with respect to how the larger social situation and location influenced the interaction with the system, the collaboration between participants of a team, how people moved between different roles (i.e., actor, spectator and bystander), and the privacy issues it evoked from participants. Copyright 2011 ACM.
KW - Collaborative interaction
KW - Evaluation
KW - Mobile phones
KW - Public interfaces
KW - Social context
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UR - https://www.scopus.com/record/pubmetrics.uri?eid=2-s2.0-84855410287&origin=recordpage
U2 - 10.1145/2071423.2071452
DO - 10.1145/2071423.2071452
M3 - RGC 32 - Refereed conference paper (with host publication)
SN - 9781450308274
T3 - ACM International Conference Proceeding Series
BT - Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, ACE 2011
T2 - 8th International Conference on Advances in Computer Entertainment Technology, ACE 2011
Y2 - 8 November 2011 through 11 November 2011
ER -