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Designing the augmented stadium

Designing the augmented stadium
设计增强体育场
批准号:
EP/E04848X/1
负责人:
Matthew Chalmers
金额:
$52.12万
依托单位:
依托单位国家:
英国
项目类别:
Research Grant
财政年份:
2007
资助国家:
英国
项目状态:
已结题
起止时间:
2007 至 --

项目摘要

项目成果

Matthew Chalmers的其他基金

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中文摘要
翻译
体育场运动吸引了大量的人群,是体育运动的重点,无论是在英国和世界各地。去年,英国有3600万人参加了至少一场现场体育赛事。然而,尽管如此受欢迎,体育观众仍遭受着某种“观看悖论”的困扰。虽然看到球员、球队和运动员的内心体验是一种宝贵的第一手体验,但这种体验可能会因其所处的位置而受到影响。这个提议是基于建造增强型体育场,这是一种新形式的体育场,将观众与正在观看的比赛以及在家观看的人联系起来。应用作者开发的方法,该项目结合了人类学的研究,设计,建造和试验新的原型系统。民族志部分将深入探讨体育运动的性质和参与,记录技术设计的一个新领域。设计概念将从研究中得出,以实验体育场的作用,而不仅仅是作为观众的容器,而是作为一个新的增强环境。普适计算研究的一个核心挑战是如何在真实的世界环境中应用新的系统技术。因此,该项目将作为新的计算机科学技术的试验平台,如MANNET(移动的ad hoc网络),流行病算法,以及使用商品硬件,如蓝牙功能的照相手机。这些技术将以两个体育场技术概念的形式应用,这些概念将在许多现场活动中与观众一起建造和测试,并从中吸取教训,了解如何为观众群体设计技术。
英文摘要
Stadium sports draw large crowds and are a key focus for sport, both in the UK and worldwide. Last year 36 million people in the UK attended at least one live sport event. Yet despite this popularity, sports spectators suffer from something of a 'viewing paradox'. While the visceral experience of seeing players, teams, and athletes is a valuable firsthand experience, this experience can be compromised by its situated, up-close nature. This proposal is based around building the augmented stadium, a new form of stadium that connects spectators with the game being watched and with those watching at home. Applying methods developed by the authors, the project combines ethnographic studies of spectating, with the design, building and trial of new prototypes systems. The ethnographic component will explore in depth the nature of sport spectating and participation, documenting a new area for technology design. Design concepts will be drawn from the studies to experiment with a role for stadiums not simply as containers of spectators, but as a new augmented environment. A central challenge for ubiquitous computing research is how to apply new systems technologies in real world settings. Accordingly, this project will act as a testbed for new computer science techniques such as MANETs (mobile ad hoc networks), epidemic algorithms, and the use of commodity hardware such as bluetooth enabled camera phones. These technologies will be applied in the form of two stadium technology concepts which will be built and tested with spectators at a host of live events, with lessons drawn back into understanding how to design technology for crowds of spectators.
期刊论文(2)
专著(0)
科研奖励(0)
会议论文
Designing for crowds
为人群设计
DOI: 10.1145/1868914.1868960
发表时间: 2010
期刊:
影响因子: --
作者: [Reeves S]
通讯作者: Reeves S
Adapting ubicomp software and its evaluation
泛计算软件的适配及其评估
DOI: 10.1145/1570433.1570460
发表时间: 2009
期刊:
影响因子: --
作者: [Hall M]
通讯作者: Hall M
Human Data Interaction: Legibility, Agency, Negotiability
  • 批准号:
    EP/R045178/1
  • 项目类别:
    Research Grant
  • 资助金额:
    $132.62万
  • 财政年份:
    2018
  • 负责人:
    Matthew Chalmers
  • 依托单位:
A Population Approach to Ubicomp System Design
  • 批准号:
    EP/J007617/1
  • 项目类别:
    Research Grant
  • 资助金额:
    $414.55万
  • 财政年份:
    2011
  • 负责人:
    Matthew Chalmers
  • 依托单位:
Contextual Software
  • 批准号:
    EP/F035586/1
  • 项目类别:
    Research Grant
  • 资助金额:
    $90.43万
  • 财政年份:
    2008
  • 负责人:
    Matthew Chalmers
  • 依托单位:
海外基金