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Can you see me now?

Published:01 March 2006Publication History
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Abstract

We present a study of a mobile mixed reality game called Can 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.

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              Paola Forcheri

              In the mixed reality, location-based game Can You See Me Now ( CYSMN ), runners use global positioning systems (GPS) and WiFi technologies, and run in an actual city, running after online players in a virtual model of the city. This paper presents an ethnographic study of the game. The study focuses on two performances of CYSMN , one in Sheffield in 2001, and the other in Rotterdam in 2003. The study, which is preceded by a brief outline of CYSMN , is centered on the problem of uncertainty, and derives from it implications for the game's design. In particular, the paper discusses a number of ways to deal with uncertainty (remove, hide, manage, reveal, exploit), considering four different states of being of a mobile participant, and giving hints on how these ideas are being developed in CYSMN . The work is of a quite technical nature, and could be useful for human-computer interaction (HCI) researchers involved in research on mixed reality and mobile games. The paper is well written and organized, its objectives are clear, and the results obtained are clearly pointed out. The paper is interesting, notwithstanding the fact that it lacks, to some extent, hints on possible limitations of the proposal. Online Computing Reviews Service

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              • Published in

                cover image ACM Transactions on Computer-Human Interaction
                ACM Transactions on Computer-Human Interaction  Volume 13, Issue 1
                March 2006
                133 pages
                ISSN:1073-0516
                EISSN:1557-7325
                DOI:10.1145/1143518
                Issue’s Table of Contents

                Copyright © 2006 ACM

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                Association for Computing Machinery

                New York, NY, United States

                Publication History

                • Published: 1 March 2006
                Published in tochi Volume 13, Issue 1

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