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’Guess A Who, Why, Where, When?’: The Visualization of Context Data to Aid the Authoring and Orchestration of a Mobile Pervasive Game

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On the Move to Meaningful Internet Systems 2007: OTM 2007 Workshops (OTM 2007)

Abstract

As part of the mobile pervasive game, Professor Tanda’s ’Guess A Where’ [1] there was a need to allocate pre-authored content for the game on a daily basis to provide an enjoyable and engaging experience. To aid this allocation of content we collected and visualized context information about each player during the course of the game. The aim of these visualizations was to provide a method through which an author/orchestrator could retrospectively view a player’s current total and daily context data gathered by the game. Observations made about this data could then be used to, not only allocate appropriate content but, to tailor the content to a specific player. This paper presents the data that was gathered and the visualizations created to achieve this process.

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Robert Meersman Zahir Tari Pilar Herrero

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© 2007 Springer-Verlag Berlin Heidelberg

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Wright, M. et al. (2007). ’Guess A Who, Why, Where, When?’: The Visualization of Context Data to Aid the Authoring and Orchestration of a Mobile Pervasive Game. In: Meersman, R., Tari, Z., Herrero, P. (eds) On the Move to Meaningful Internet Systems 2007: OTM 2007 Workshops. OTM 2007. Lecture Notes in Computer Science, vol 4805. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-76888-3_40

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  • DOI: https://doi.org/10.1007/978-3-540-76888-3_40

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-76887-6

  • Online ISBN: 978-3-540-76888-3

  • eBook Packages: Computer ScienceComputer Science (R0)

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