Skip to main content

The Error of Our Ways: The Experience of Self-Reported Position in a Location-Based Game

  • Conference paper
UbiComp 2004: Ubiquitous Computing (UbiComp 2004)

Abstract

We present a study of people’s use of positional information as part of a collaborative location-based game. The game exploits self-reported positioning in which mobile players manually reveal their positions to remote players by manipulating electronic maps. Analysis of players’ movements, position reports and communications, drawing on video data, system logs and player feedback, highlights some of the ways in which humans generate, communicate and interpret position reports. It appears that remote participants are largely untroubled by the relatively high positional error associated with self reports. Our analysis suggests that this may because mobile players declare themselves to be in plausible locations such as at common landmarks, ahead of themselves on their current trajectory (stating their intent) or behind themselves (confirming previously visited locations). These observations raise new requirements for the future development of automated positioning systems and also suggest that self-reported positioning may be a useful fallback when automated systems are unavailable or too unreliable.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Abowd, G., Atkeson, C., Hong, J., Long, S., Kooper, R., Pinkerton, M.: Cyberguide: A mobile context-aware tour guide. Wireless Networks 3, 421–423 (1997)

    Article  Google Scholar 

  2. Bellotti, V., Back, M., Edwards, W.K., Grinter, R.E., Henderson, A., Lopes, C.: Making Sense of Sensing Systems: Five Questions for Designers and Researchers. In: Proc. CHI 2002, CHI Letters, Minneapolis, USA, April 20-25, vol. 1(1), pp. 415–422. ACM, New York (2002)

    Google Scholar 

  3. Benford, S., Anastasi, R., Flintham, M., Drozd, A., Crabtree, A., Greenhalgh, C., Tanda-vanitj, N., Adams, M., Row-Farr, J.: Coping with uncertainty in a location-based game. In: IEEE Pervasive Computing, September 2003, pp. 34–41. IEEE, Los Alamitos (2003)

    Google Scholar 

  4. Bjork, S., Falk, J., Hansson, R., Ljungstrand, P.: Pirates! Using the Physical World as a Game Board. In: Proc. Interact 2001. IFIP (2001)

    Google Scholar 

  5. Brown, P., Jones, G.: Context aware retrieval. Personal and Ubiquitous Computing 5, 253–263 (2001)

    Article  Google Scholar 

  6. Flintham, M., Anastasi, R., Benford, S.D., Hemmings, T., Crabtree, A., Greenhalgh, C.M., Rodden, T.A., Tandavanitj, N., Adams, M., Row-Farr, J.: Where on-line meets on-the-streets: experiences with mobile mixed reality games. In: Proc. CHI 2003, Fort Lauderdale, Florida, April 5-10 (2003)

    Google Scholar 

  7. Imielinski, T., Navas, J.: GPS-based geographic addressing, routing, and resource discovery. Comm. ACM 42(4), 86–92 (1999)

    Article  Google Scholar 

  8. Martin, D., Bowers, J., Wastell, D.: The interactional affordances of technology: An ethnography of human-computer interaction in an ambulance control centre. In: Proc HCI 1997. BCS, pp. 263–281 (1997)

    Google Scholar 

  9. Newman, W., Eldridge, M., Lamming, M.: PEPYS: Generating autobiographies by automatic tracking. In: Proc. ECSCW 1991, Kluwer, Dordrecht (1991)

    Google Scholar 

  10. Siegel, A.W., White, S.H.: The development of spatial representations of large-scale environments. Advances in Child Development and Behavior 10, 9–55 (1975)

    Article  Google Scholar 

  11. Starner, T., Leibe, B., Singletary, B., Pair, J.: MIND-WARPING: Towards Creating a Compelling Collaborative Augmented Reality Game. In: Intelligent User Interfaces 2000, pp. 256–259 (2000b)

    Google Scholar 

  12. Piekarski, W., Thomas, B.: ARQuake: The Outdoors Augmented Reality System. Comm. ACM 45(1), 36–38 (2002)

    Article  Google Scholar 

  13. Want, R., Hopper, A., Falcao, V., Gibbons, J.: The active badge location system. ACM Trans Information Systems 10(1), 91–102 (1992)

    Article  Google Scholar 

  14. Want, R., Schilit, B., Adams, N., Gold, R., Petersen, K., Ellis, J., Goldberg, D., Weiser, M.: The PARCTab ubiquitous computing experiment. Tech. report CSL-95-1, Xerox PARC (1995)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2004 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Benford, S. et al. (2004). The Error of Our Ways: The Experience of Self-Reported Position in a Location-Based Game. In: Davies, N., Mynatt, E.D., Siio, I. (eds) UbiComp 2004: Ubiquitous Computing. UbiComp 2004. Lecture Notes in Computer Science, vol 3205. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-30119-6_5

Download citation

  • DOI: https://doi.org/10.1007/978-3-540-30119-6_5

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-22955-1

  • Online ISBN: 978-3-540-30119-6

  • eBook Packages: Springer Book Archive

Publish with us

Policies and ethics