scholarly journals Pervasive Computer Games and Processes of Spatialization: Informational Territories and Mobile Technologies

2011 ◽  
Vol 36 (2) ◽  
Author(s):  
André Lemos

ABSTRACT  Pervasive computer games (PCGs) combine digital mobile technologies and location-based systems by creating an interface between electronic and physical spaces for playing. PCG is a general name for mobile games such as hybrid reality games (HRGs), location-based mobile games (LBMGs), and urban games. Our goal here is to show how these games, along with new digital mobile technologies, have the potential to produce “spatialization,” i.e., to socially produce the space in which they are embedded. I suggest that spatialization is achieved through the use of technology such as sensors and digital mobile networks (smartphones, PDAs, global positioning systems [GPSs], and augmented reality [AR] devices; radio frequency identification [RFID] tags and global system for mobile communications/general packet radio service [GSM/GPRS]; Wi-Fi and Bluetooth). The goal of this article is to examine the forms of spatialization created by the use of location-based services and location-based technologies.RÉSUMÉ : Les jeux mobiles géolocalisés combinent les technologies numériques mobiles avec les systèmes géolocalisés, créant ainsi pour le jeu une interface entre espace électronique et espace physique. Ces jeux comprennent tout jeu mobile tel que les jeux de réalité hybride et les jeux urbains. Mon but dans cet article est de montrer comment ces jeux, de concert avec les nouvelles technologies numériques mobiles, ont le potentiel de réaliser certains types de « spatialisation », c’est-à-dire de créer socialement l’espace dans lequel ils se trouvent. Je suggère que la spatialisation s’accomplit au moyen de technologies comme les capteurs et les réseaux numériques mobiles (téléphones intelligents, assistants numériques personnels, systèmes GPS et systèmes de réalité augmentée; étiquettes d’identification par radiofréquence, systèmes mondiaux de communication avec les mobiles et services généraux de radiocommunication par paquets; Wi-Fi et technologie Bluetooth). Le but de cet article est d’examiner les types de spatialisation créés au moyen de technologies et services géolocalisés.

2014 ◽  
Vol 67 (6) ◽  
pp. 950-966 ◽  
Author(s):  
Majda Petric ◽  
Aleksandar Neskovic ◽  
Natasa Neskovic ◽  
Milos Borenovic

A large interest in developing commercial Location-Based Services (LBS) and the necessity of implementing emergency call services, have led to the intensive development of techniques for mobile users' localisation. In this paper, a Public Land Mobile Networks (PLMN) -based technique for initial position determination is proposed as an alternative to satellite-based methods in environments with obstructed satellite signals. Two positioning models, based on handset available Received Signal Strength (RSS) measurements from Global System for Mobile Communications (GSM) base stations and the use of Support Vector Machine (SVM) algorithms, are proposed. Performances of proposed models are verified using field measurements, collected in a suburban environment. Models are analysed in terms of positioning accuracy, complexity and latency, and compared to some other promising PLMN-based techniques. Using proposed SVM-based positioning models a median error of 4·3 m–6·2 m and latency of less than a second can be achieved.


Author(s):  
E.E. Devyatkin ◽  
G.S. Bochechka ◽  
V.O. Tikhvinskiy ◽  
A.S. Borodin

The prospects of creating new technologies for 6G mobile communications are considered. The national research projects and the activities of international communications organizations to develop the vision and development trends of technologies and services for 6G mobile networks are analyzed. A comparative analysis of achievements of the worlds largest mobile communication equipment vendors to create and patent solutions according to Standard Essential Patents of mobile technologies is carried out. Conclusions are drawn about the start of the 6G technologies race and the importance of creating intellectual property and mobile technology competency centers in Russia. Рассмотрены перспективы создания новых технологий мобильной связи поколения 6G. Проанализированы национальные исследовательские проекты, а также деятельность международных организаций связи по разработке облика и тенденций развития технологий и услуг сетей мобильной связи 6G. Выполнен сравнительный анализ деятельности крупнейших мировых поставщиков оборудования по созданию и патентованию решений по основным стандартам технологий мобильной связи. На основании выявленных тенденций сделаны выводы о начале гонки по разработке технологий 6G и важности создания в России интеллектуальной собственности и центров компетенции в области новых технологий мобильной связи.


2016 ◽  
pp. 1338-1362
Author(s):  
Brad McKenna ◽  
Tuure Tuunanen ◽  
Lesley A. Gardner

The purpose of this chapter is to explore aspects of user perceptions of their use of location-based services. As mobile technologies become more ubiquitous in the general population, it is reasonable to assume that individuals will consume services and software to enhance their aspirations and entertainment desires. This study begins by constructing a location-based service prototype simulation. It then conducts an experiment and analysis based on the Unified Theory of Acceptance and Use of Technology (UTAUT) model. A survey was developed to extract usage information from participants, followed by an analysis of the results using PLS. The analysis shows significant indicators that suggest behaviour patterns of early adopters of location-based services are being observed. This chapter applies the UTAUT model using a location-based service experiment to understand the underlying perceptions of individuals who may adopt location-based services. The authors study the effects of multiple parameters on the use of a location-based service simulation. Through this simulation and a following survey, current perceptions of LBS are investigated and insights gained.


Author(s):  
Brad McKenna ◽  
Tuure Tuunanen ◽  
Lesley A. Gardner

The purpose of this paper is to explore aspects of user perceptions of their use of location-based services. As mobile technologies become more ubiquitous in the general population, it is reasonable to assume that individuals will consume services and software to enhance their aspirations and entertainment desires. This study begins by constructing a location-based service prototype simulation. It then conducts an experiment and analysis based on the Unified Theory of Acceptance and Use of Technology (UTAUT) model. A survey was developed to extract usage information from participants, followed by an analysis of the results using PLS. The analysis shows significant indicators that suggest behaviour patterns of early adopters of location-based services are being observed. This paper applies the UTAUT model using a location-based service experiment to understand the underlying perceptions of individuals who may adopt location-based services. The authors study the effects of multiple parameters on the use of a location-based service simulation. Through this simulation and a following survey, current perceptions of LBS are investigated and insights gained.


10.28945/4201 ◽  
2019 ◽  

[This Proceedings paper was revised and published in the 2019 issue of the journal Issues in Informing Science and Information Technology, Volume 16] Aim/Purpose: Teachers are being asked to integrate mobile technologies into their content creation and distribution tasks. This research aims to provide an understanding of teachers taking on this process and whether the use of technology has influenced their content creation and distribution in the classroom. Background: Many claim that the use of technology for content creation and distribution can only enhance and improve the educational experience. However, for teachers it is not simply the integration of technology that is of prime concern. As teachers are ultimately responsible for the success of technology integration, it is essential to understand teachers’ viewpoints and lived technology experiences. Methodology: The Task-Technology Fit (TTF) model was used to guide interpretive case study research. Six teachers were purposively sampled and interviewed from a private school where a digital strategy is already in place. Data was then analysed using directed content analysis in relation to TTF. Contribution: This paper provides an understanding of teachers’ mobile technology choices in relation to content creation and distribution tasks. Findings: Findings indicate that teachers fit technology into their tasks if they perceive the technology has a high level of benefit to the teaching task. In addition, the age of learners and the subject being taught are major influencers. Recommendations for Practitioners: Provides a more nuanced and in-depth understanding of teachers’ technology choices, which is necessary for the technology augmented educational experience of the future. Recommendations for Researchers: Provides an unbiased and theoretically guided view of mobile technology use with content creation and distribution tasks. Impact on Society: Teachers do not appear to use technology as a de facto standard, but specifically select technology which will save them time, reduce costs, and improve the educational experiences of their learners. Future Research: A mixed-method approach, including several diverse schools as well as learners would enrich the findings. Furthermore, consideration of hardware limitations and lack of software features are needed.


2021 ◽  
Vol 11 (15) ◽  
pp. 6805
Author(s):  
Khaoula Mannay ◽  
Jesús Ureña ◽  
Álvaro Hernández ◽  
José M. Villadangos ◽  
Mohsen Machhout ◽  
...  

Indoor positioning systems have become a feasible solution for the current development of multiple location-based services and applications. They often consist of deploying a certain set of beacons in the environment to create a coverage volume, wherein some receivers, such as robots, drones or smart devices, can move while estimating their own position. Their final accuracy and performance mainly depend on several factors: the workspace size and its nature, the technologies involved (Wi-Fi, ultrasound, light, RF), etc. This work evaluates a 3D ultrasonic local positioning system (3D-ULPS) based on three independent ULPSs installed at specific positions to cover almost all the workspace and position mobile ultrasonic receivers in the environment. Because the proposal deals with numerous ultrasonic emitters, it is possible to determine different time differences of arrival (TDOA) between them and the receiver. In that context, the selection of a suitable fusion method to merge all this information into a final position estimate is a key aspect of the proposal. A linear Kalman filter (LKF) and an adaptive Kalman filter (AKF) are proposed in that regard for a loosely coupled approach, where the positions obtained from each ULPS are merged together. On the other hand, as a tightly coupled method, an extended Kalman filter (EKF) is also applied to merge the raw measurements from all the ULPSs into a final position estimate. Simulations and experimental tests were carried out and validated both approaches, thus providing average errors in the centimetre range for the EKF version, in contrast to errors up to the meter range from the independent (not merged) ULPSs.


Author(s):  
YunYan Zhou ◽  
NianShun Zhao ◽  
RenXia Ning ◽  
Jie Bao

Abstract A compact coplanar waveguide-fed monopole antenna is presented in this paper. The proposed antenna is composed of three monopole branches. In order to achieve the miniaturization, the longest branch was bent. The antenna is printed on an FR4 dielectric substrate, having a compact size of 0.144λ0 × 0.105λ0 × 0.003λ0 at its lowest resonant frequency of 900 MHz. The multiband antenna covers five frequency bands: 820–990 MHz, 1.87–2.08 GHz, 2.37–2.93 GHz, 3.98–4.27 GHz, and 5.47–8.9 GHz, which covers the entire radio frequency identification bands (860–960 MHz, 2.4–2.48 GHz, and 5.725–5.875 GHz), Global System for Mobile Communications (GSM) bands (890–960 MHz and 1.850–1.990 GHz), WLAN bands (2.4–2.484 GHz and 5.725–5.825 GHz), WiMAX band (2.5–2.69 GHz), X-band satellite communication systems (7.25–7.75 GHz and 7.9–8.4 GHz), and sub 6 GHz in 5G mobile communication system (3.3–4.2 GHz and 4.4–5.0 GHz). Also, the antenna has good radiation characteristics in the operating band, which is nearly omnidirectional. Both the simulated and experimental results are presented and compared and a good agreement is established. The proposed antenna operates in five frequency bands with high gain and good radiation characteristics, which make it a suitable candidate in terminal devices with multiple communication standards.


Author(s):  
Ioannis Doumanis ◽  
Serengul Smith

Mobile Guides are mobile applications that provide players with local and location-based services (LBS), such as navigation assistance, where and when they need them most. Advances in mobile technologies in recent years have enabled the gamification of these applications, opening up new opportunities to transfer education and culture through game play. However, adding traditional game elements such as PBLs (points, badges, and leaderboards) alone cannot ensure that the intended learning outcomes will be met, as the player’s cognitive resources are shared between the application and the surrounding environment. This distribution of resources prevents players from easily immersing themselves into the educational scenario. Adding artificial conversational characters (ECAs) that simulate the social norms found in real-life human-to-human guide scenarios has the potential to address this problem and improve the player’s experience and learning of cultural narratives [1]. Although significant progress has been made towards creating game-like mobile guides with ECAs ([2], [3]), there is still a lack of a unified framework that enables researchers and practitioners to investigate the potential effects of such applications to players and how to approach the concepts of player experience, cognitive accessibility and usability in this context. This paper presents a theoretically-well supported research framework consisted of four key components: differences in players, different features of the gamified task, aspects of how the ECA looks, sound or behaves and different mobile environments. Furthermore, it provides based on this framework a working definition of what player experience, cognitive accessibility and usability are in the context of game-like mobile guide applications. Finally, a synthesis of the results of six empirical studies conducted within this research framework is discussed and a series of design guidelines for the effective gamification of mobile guide applications using ECAs are presented. Results show that an ECA can positively affect the quality of the player’s experience, but it did not elicit better player retention of cultural narratives and navigation of routes.


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