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. © Springer-Verlag Berlin Heidelberg 2007.
CITATION STYLE
Wright, M., Chamberlain, A., Greenhalgh, C., Benford, S., Tandavanitj, N., Oldroyd, A., & Sutton, J. (2007). “Guess a who, why, where, when?”: The visualization of context data to aid the authoring and orchestration of a mobile pervasive game. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 4805 LNCS, pp. 203–210). Springer Verlag. https://doi.org/10.1007/978-3-540-76888-3_40
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