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Mark Paxton

dblp:66/4948 · also Mark Christopher Paxton · DBLP profile ↗
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6ranked-venue papers
1as first author
0since 2021 · last 2014
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 6 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 2

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Ubiquitous computing and smart environments · 64% Games and playful interaction · 36%
Software engineering, system software, and programming languages
1 paper
Empirical software engineering · 100%

Topics — the 2 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Ubiquitous computing and smart environments › mobile crowdsourcing
participatory sensing
0.112009
Experiences of participatory sensing in the wild · UbiComp 2009
Empirical software engineering › software engineering research methodology
field study
0.012009
Experiences of participatory sensing in the wild · UbiComp 2009

Methods — techniques the papers use, named apart from their topics

video analysis · 0.1system logs · 0.1ethnographic study · 0.1
YearPublicationVenuePosition
2014 Understanding mass participatory pervasive computing systems for environmental campaigns
abstract
Participate was a 3-year collaboration between industry and academia to explore how mobile, Web and broadcast technologies could combine to deliver environmental campaigns. In a series of pilot projects, schools used mobile sensors to enhance science learning; visitors to an ecological attraction employed mobile phones to access and generate locative media; and the public played a mobile phone game that challenged their environmental behaviours. Key elements of these were carried forward into an integrated trial in which participants were assigned a series of environmental missions as part of an overarching narrative that was delivered across mobile, broadcast and Web platforms. These experiences use a three-layered structure for campaigns that draw on experts, local groups and the general public, who engage through a combination of playful characterisation and social networking.
Alan Chamberlain, Mark Paxton, Kevin Glover, Martin Flintham, Dominic Price, Christopher Greenhalgh, Steve Benford, Peter Tolmie, Eiman Kanjo, Amanda Gower, Andy Gower, Dawn Woodgate, Danaë Emma Beckford Stanton Fraser
Pers. Ubiquitous Comput.2
2011 A "Laboratory of Knowledge-Making" for Personal Inquiry Learning
Mike Sharples, Trevor D. Collins, Markus Feißt, Mark Gaved, Paul Mulholland, Mark Paxton, Michael Wright
AIED6
2010 Maintaining Continuity of Inquiry Learning Experiences across Contexts: Teacher's Management Strategies and the Role of Technology
Stamatina Anastopoulou, Mark Paxton, Mike Sharples, Charles K. Crook, Shaaron Ainsworth, Claire O'Malley
EC-TEL3
2009 Experiences of participatory sensing in the wild
abstract
We present two studies of participatory sensing in the wild, in which groups of young people used sensors to collect environmental data along with contextual information such as photographs and written observations. These studies reveal how participants focused their attention on key events of interest, providing detailed information over a background of less carefully gathered automatic readings. Participants responded to events in their surroundings, sudden changes in sensor data, and recorded details relevant to the process of gathering the data itself. Based on these studies a framework is described, highlighting the negotiation of five activities in the experiences; planning, testing, navigation, capture and reflection.
Mark Paxton, Steve Benford
UbiComp1
2008 MobGeoSen: facilitating personal geosensor data collection and visualization using mobile phones
Eiman Kanjo, Steve Benford, Mark Paxton, Alan Chamberlain, Danaë Emma Beckford Stanton Fraser, Dawn Woodgate, David Crellin, Adrian Woolard
Pers. Ubiquitous Comput.3
2006 Can you see me now?
abstract
We present a study of a mobile mixed reality game calledCan You See Me Now?in which online players are chased through a virtual model of a city by ‘runners’ (professional performers equipped with GPS and WiFi technologies) who have to run through the actual city streets in order to catch the players. We present an ethnographic study of the game as it toured through two different cities and draws upon video recordings of online players, runners, technical support crew, and also on system logs of text communication. Our study reveals the diverse ways in which online players experienced the uncertainties inherent in GPS and WiFi, including being mostly unaware of them, but sometimes seeing them as problems, or treating the as a designed feature of the game, and even occasionally exploiting them within gameplay. In contrast, the runners and technical crew were fully aware of these uncertainties and continually battled against them through an ongoing and distributed process of orchestration. As a result, we encourage designers to deal with such uncertainties as a fundamental characteristic of location-based experiences rather than treating them as exceptions or bugs that might be ironed out in the future. We argue that designers should explicitly consider four potential states of being of a mobile participant: connected and tracked, connected but not tracked, tracked but not connected, and neither connected nor tracked. We then introduce five strategies that might be used to deal with uncertainty in these different states for different kinds of participant: remove it, hide it, manage it, reveal it, and exploit it. Finally, we present proposals for new orchestration interfaces that reveal the ‘seams’ in the underlying technical infrastructure by visualizing the recent performance of GPS and WiFi and predicting the likely future performance of GPS.
Steve Benford, Andy Crabtree, Martin Flintham, Adam Drozd, Rob Anastasi, Mark Paxton, Nick Tandavanitj, Matt Adams, Ju Row Farr
ACM Trans. Comput. Hum. Interact.6