In current authoring tools for location-aware applications the designer typically places trigger zones onto a map of the target environment and associates these with events and media assets. However, studies of deployed experiences have shown that the characteristics of the usually invisible ubiquitous computing infrastructure, especially limited coverage and accuracy, have a major impact on an experience. We propose a new approach in which designers work with three layers of information: information about the physical world, information about digital media, but also visualizations of ubiquitous infrastructure. We describe the implementation of a prototype authoring tool that embodies this approach and describe how it has been used to author a location-based game for mobile phones called Tycoon. We then outline the key challenges involved in generalizing this approach to more powerful authoring tools including acquiring and visualizing infrastructure data, acquiring map data, and flexibly specifying how digital content relates to both of these. © Springer-Verlag Berlin Heidelberg 2006.
CITATION STYLE
Oppermann, L., Broll, G., Capra, M., & Benford, S. (2006). Extending authoring tools for location-aware applications with an infrastructure visualization layer. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 4206 LNCS, pp. 52–68). Springer Verlag. https://doi.org/10.1007/11853565_4
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