Showing all 11 Tech Reports linked to Yanna Vogiazou

From Buddyspace to CitiTag: Large-scale Symbolic Presence for Community Building and Spontaneous Play

In this paper we discuss the conceptual framework and principles that guide our work in the design of large-scale informal environments for collaborative work, learning and play, aiming to foster social bonds and to provide an exciting testbed for emergent social behaviours. We present three different applications we have developed: Buddyspace, an Instant Messaging environment for community building, BumperCars, an online presence-based multiplayer game and CitiTag, an experimental wireless...read more

ID: kmi-04-25

Date: 2004

Author(s): Yanna Vogiazou, Marc Eisenstadt, Martin Dzbor and Jiri Komzak

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Urban space as a large-scale group playground

In this paper, I describe CitiTag, a research project aiming to explore the potential of spontaneous social behaviour and playful group interaction in public spaces through the use of mobile technologies. I discuss briefly the idea and motivating themes, the design of CitiTag, a wireless location based multiplayer game and findings from two user studies.read more

ID: kmi-04-24

Date: 2004

Author(s): Yanna Vogiazou and Bas Raijmakers

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Designing Multiplayer Games to Facilitate Emergent Social Behaviours Online

This paper discusses an exploratory case study of the design of games that facilitate spontaneous social interaction and group behaviours among distributed individuals, based largely on symbolic presence state changes. We present the principles guiding the design of our game environment: presence as a symbolic phenomenon, the importance of good visualization and the potential for spontaneous self-organization among groups of people. Our game environment, comprising a family of multiplayer...read more

ID: kmi-04-23

Date: 2004

Author(s): Yanna Vogiazou and Marc Eisenstadt

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Play based on Presence Awareness: Facilitating Emergent Social Behaviours Online

In this paper, we present our underlying principles for the design of technology mediated social experiences based on the presence awareness of large numbers of people. We describe our environment for spontaneous play and recreational activities online, which aims to enhance group interaction and we discuss preliminary findings from three online multiplayer game experiments.read more

ID: kmi-04-22

Date: 2004

Author(s): Yanna Vogiazou and Marc Eisenstadt

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Healthcare Compunetics: An End-to-End Architecture for Self-Care Service Provision

Extending healthcare to the community introduces a number of new challenges for the development of information technology infrastructures. A core component of the new self-care infrastructures will be wearable or implantable sensors and actuators that monitor vital signs and take proactive actions to respond to observed clinical conditions. In this paper, we introduce the three core elements of the Healthcare Compunetics architecture developed with a view to support the new self-care services:...read more

ID: kmi-04-21

Date: 2004

Author(s): Andy Marsh, George Roussos and Yanna Vogiazou

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CitiTag Multiplayer Infrastructure

This report gives a technical overview of the program logic and the architecture for the CitiTag game, a wireless location based game, developed by the Knowledge Media Institute's Centre for New Media in collaboration with HP Labs' Mobile Bristol team. CitiTag is a real-time multiplayer team game, played outdoors using GPS (Global Positioning System) and handheld, PocketPCs connected to a wireless network. CitiTag aims to encourage social experiences and group play in public spaces, based on...read more

ID: kmi-04-07

Date: 2004

Author(s): Kevin Quick and Yanna Vogiazou

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'You got tagged!': the city as a playground

This paper introduces CitiTag, a collaborative project focused on social experiences and group play in public spaces, based on the awareness of other peoples' presence, through the use of mobile technology. Cititag is a wireless location based multiplayer game inspired by the concept of playground 'tag' and motivated by the hypothesis that simple rules based on presence states can result in an enjoyable and variable social experience, stimulated by real world interaction among players and group...read more

ID: kmi-04-03

Date: 2004

Author(s): Yanna Vogiazou, Bas Raijmakers, Ben Clayton, Marc Eisenstadt, Erik Geelhoed, Jon Linney, Kevin Quick, Josephine Reid, Peter Scott

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Buddyspace: Large-Scale Presence for Communities at Work and Play

Presence awareness' of peer-group members can enhance the emotional well-being of isolated learners and create a sense of community, fostering group communication and interaction. This paper presents our research framework in the design of presence-based applications for collaborative, learning and social environments and investigates the design of innovative playful and group learning activities for large numbers of people, based primarily on their mere presence. To promote the deployment of...read more

ID: kmi-03-14

Date: 2003

Author(s): Yanna Vogiazou, Martin Dzbor, Jiri Komzak and Marc Eisenstadt

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Presence Based Play Towards a Design for Large Group Social Interaction

This poster addresses the fundamental research questions that guide our first steps in the design of innovative playful activities for large numbers of people, based primarily on their mere presence. Our research framework draws upon the areas of multiplayer games, instant messaging, social psychology and group behaviour. We introduce the concept of 'presence based play' to describe the way social interaction based on the simultaneous presence of many people can be enhanced as a meaningful and...read more

ID: kmi-03-13

Date: 2003

Author(s): Yanna Vogiazou and Marc Eisenstadt

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Wireless Presence and Instant Messaging

The advances of new technologies and the convergence of different communication media are changing not only our means and modes of communication with other people, but the notion of connectivity itself. ‘Presence’ awareness is becoming a key issue, facilitated by Instant Messaging applications, mobile phones, wireless handheld devices and location tracking. This report aims to identify the most important issues related to Instant Messaging and Presence enabled applications for wireless...read more

ID: kmi-02-07

Date: 2002

Author(s): Yanna Vogiazou

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Presence Based Massively Multiplayer Games Exploration of a new concept

The advances of new technologies and the convergence of different communication media are constantly changing not only our means and modes of communication with other people, but the notion of connectivity itself. Rather that being online or offline, we can be ‘connected’ in many different ways and without directly interacting with technology itself. ‘Presence’ awareness, facilitated by Instant Messaging applications, mobile phones, wireless handheld devices, location tracking and so on, makes...read more

ID: kmi-02-02

Date: 2002

Author(s): Yanna Vogiazou

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Front-end Web Developer and UX Designer (GR7)

Knowledge Media Institute (KMi)
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The team at the OU runs the world's largest aggregator of research papers called CORE (core.ac.uk), with about 1.5 million monthly active users, and a set of projects promoting principles of Open Science, such as FOSTER (fosteropenscience.eu). CORE provides free access to millions of Open Access research papers as well as a number of information services for researchers, organisations and businesses. These include services enabling text & data mining, recommender systems, content management...

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Knowledge Media Institute (KMi)
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The team at The Open University runs the world's largest aggregator of research papers called CORE (core.ac.uk), with about 1.5 million monthly active users, and a set of projects promoting principles of Open Science, such as FOSTER (fosteropenscience.eu). CORE provides free access to millions of Open Access research papers as well as a number of information services for researchers, organisations and businesses. These include services enabling text & data mining, recommender systems, content...

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Knowledge Media Institute (KMi)
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The Knowledge Media Institute (KMi) is a distinct research unit within the Faculty of Science, Technology, Engineering and Mathematics (STEM) at the Open University. KMi is looking for a Research Assistant, a Research Associate or a Research Fellow to work on the IoC project - how blockchains can be used to store student accreditation and lifelong learning records in order to enhance employability. The Open University leads the IoC's first theme on university learning, which aims to...

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The Research and Innovation Software team develop software for a range of research projects and University courses. With this role we are looking for someone who can be a mobile applications developer for the team. This would involve both maintaining our existing set of mobile applications and undertaking the development of new mobile applications using the Unity development environment. You will also be required to extend your capabilities over time to include Augmented Reality (AR) and...

Research Asst / Assoc / Fellow for Mainstreaming Learning Analytics

Knowledge Media Institute (KMi)
£30,395 - £44,559 (Grade AC1 / AC2 / AC3)
Based in Milton Keynes
Temporary contract until 31st March 2021

The Knowledge Media Institute (KMi) is a distinct research unit within the Faculty of Science, Technology, Engineering and Mathematics (STEM) at the Open University. KMi is looking for a Research Assistant, a Research Associate or a Research Fellow to work on the IoC project - how we can adapt, deploy and mainstream our learning analytics tool across a number of educational establishments nationally. The Open University leads the IoC's first theme on university learning, which aims to...

Research Assistant / Associate

Knowledge Media Institute (KMi)
£30,395 - £39,609 (Grade AC1 / AC2)
Based in Milton Keynes
Temporary contract until 30th April 2020

The Knowledge Media Institute (KMi) is looking for a Research Assistant or a Research Associate (depending on qualification), to work on EU funded project - Up2U. The project will be focusing on the context of secondary schools, often referred to as high schools, which provide secondary education between the ages of 11 and 19 depending on the country, after primary school and before higher education. The learning context from the perspective of the students is the intersection of formal...

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