Participate was a 3-year collaboration between industry and academia to explore how mobile, Web and broadcast technologies could combine to deliver environmental campaigns. In a series of pilot projects, schools used mobile sensors to enhance science learning; visitors to an ecological attraction employed mobile phones to access and generate locative media; and the public played a mobile phone game that challenged their environmental behaviours. Key elements of these were carried forward into an integrated trial in which participants were assigned a series of environmental missions as part of an overarching narrative that was delivered across mobile, broadcast and Web platforms. These experiences use a three-layered structure for campaigns that draw on experts, local groups and the general public, who engage through a combination of playful characterisation and social networking.
CITATION STYLE
Chamberlain, A., Paxton, M., Glover, K., Flintham, M., Price, D., Greenhalgh, C., … Fraser, D. S. (2014). Understanding mass participatory pervasive computing systems for environmental campaigns. Personal and Ubiquitous Computing, 18(7), 1775–1792. https://doi.org/10.1007/s00779-013-0756-x
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