Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Simon Robertshaw

dblp:42/2971 · DBLP profile ↗
← Back
1ranked-venue papers
0as first author
0since 2021 · last 2008
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 1

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
1 paper
Collaborative and social computing · 77% Ubiquitous computing and smart environments · 12% Games and playful interaction · 12%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing › social interaction › multi-user interaction
collaborative play
0.112008
Understanding collective play in an urban screen game · CSCW 2008
Collaborative and social computing
computer-supported cooperative work
0.112008
Understanding collective play in an urban screen game · CSCW 2008
Ubiquitous computing and smart environments › public displays
urban screens
0.012008
Understanding collective play in an urban screen game · CSCW 2008
YearPublicationVenuePosition
2008 Understanding collective play in an urban screen game
abstract
In recent years there has been a growing interest in Urban Screen applications. While there have been several deployments of these technologies in our urban environments, surprisingly little research effort has aimed to explore the detailed material practice of people's engagement and interaction with these urban screen applications. In this paper, we present a study of collaborative game play on large urban displays situated in three city locations in the UK. The study highlights ways in which collaborative play is initiated and coordinated within the context of an urban environment. These experiences are related to physical characteristics of the architectural spaces, the people populating these spaces and the interactive properties of the game itself. The study moves on to discuss issues relating to audience and spectatorship, an inherent feature of interaction in urban environments. The issues of audience and spectatorship are discussed in their own right but also in terms of their relationship to the playing experience. Finally the study considers these interactive experiences in the contexts of being hosted by a professional compere and also with no host present. Through the study we highlight factors to consider in the design of collaborative urban screen applications.
Kenton O'Hara, Maxine Glancy, Simon Robertshaw
CSCW3