12. Use of game
mechanics to
encourage
engagement in an
activity that
otherwise might be
considered a chore
or boring
GAMIFICATION
13. Use of game
Encouraging certain
mechanics to
user behaviour
encourage
using Games as a
engagement in an
Lens
activity that
otherwise might be
considered a chore
or boring
GAMIFICATION
17. LOCATION
UBIQUITY
SERVICES
MUSIC WI-FI &
SERVICES DATA PLANS
(LOCAL/CLOUD)
MOBILE SOCIAL
NFC
NETWORKING
RISE OF MOBILE DEVICES
18.
19. CAN GROUPS OF PEOPLE TOGETHER ALTER
AND MANIPULATE THE SPACE DIFFERENTLY?
WHAT EFFECT DOES IT HAVE HOW DO PEOPLE PERCEIVE
ON THE COMMUNITY? THEIR PUBLIC SPACES?
CROWD CURATION OF A INCENTIVE FOR
MUSIC GENRES PHYSICAL CHECKINS
DISCOVERY MORE
INFORMATION ON
THOSE AROUND YOU HOW DO PEOPLE
COLLECTIVELY CHANGE &
INFLUENCE PUBLIC SPACES?
DO PEOPLE WANT TO CHANGE
PUBLIC SPACES TO FIT THEIR
PERSONAL PREFERENCES
20. CHARACTERISTICS
RFID HARDWARE
ONLINE
PORTAL
DATABASE
MUSIC PLAYER
BACKEND
30. THE IMAPCT AN INDIVIDUAL CAN HAVE UPON
THE GROUP CONSCIOUSNESS AND THE WAY
THEY USE THE SPACE AFFORDED TO THEM.
ETHNOGRAPHY STUDY TO DETERMINE WHAT
EXTENT THE NOVEL SERVICE IMPROVES THE
SOCIAL EXPERIENCE
WHAT EMERGES FROM THE USERS BEHAVIOUR
LONGITUDINAL STUDY
The term jukebox was first used in the United States during the 1940s describing a music-playing device that is controlled by someone selecting songs to be played thus changing the environments ambience.\n
Single user, traditionally coin operated, where users navigate through a library of music albums. \n\nDecreasing due the high rental costs and maintenance \n\ntherefore there is an increasing use of music players solely controlled by the venue staff.\n
Jukeboxes are around to create an ambience at the environment.\n\nAmbient media, is media that surrounds and encompasses users while changing the environment in subtle ways.\n\nThis change attempts to change the mood of a social space using audio and visual techniques. \n\nOn one hand we have ambient light, where research has shown for people to notice this change high and low intensities values are required, whereas with sound people notice more subtle changes.\n\nCouncils attempting to improve public spaces\nA rise in new methods for individuals to voice their opinions about public spaces are now coming to light with the ubiquitous mobile devices\n\nBut what about if people only want to personalise the space whilst they are in it? \n
Social media is a good way to voice your opinions (if you are heard).\n\nIn the last decade we have witnessed large sections of society spending increasing amounts of time socialising online through sensor rich mobile devices. \n\n
Explain each term and where it can be found.\n
BRIDGING - often referred to as weak ties, loose connections between individuals. They may provide information or new perspectives but offer no emotional support.\n\nBONDING - tightly knit emotional groups, like families and close friends.\n\n
Checking In - Whats all the fuss about?\n
Many venues are already embracing the Foursquare community by enticing customers to ‘check-in’ achieved through many social mediums and also by the inclusion of such advertisements in window displays. \n\n
Twitter and Facebook both provide the functionality to tag tweets/updates with geo locations.\n\nFoursquares’ entire social network is built around users sharing their location through a game-like activity whereby users are awarded points, badges and mayorships for checking-in to venues.\n
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Patrons special offers, deals and unique experiences for those who checkin or are the current mayor of the venue. \n\nHowever, this can easily be exploited, as a the inaccuracies of GPS mean that a players’ physical presence isn’t required to check into and unscrupulous players can gain such offers without actually ‘stepping through the front door’.\n\nThis could be one of the reasons why we aren’t seeing many venues adopting to this approach to attract patrons and is behind the proposal of using NFC to ensure an actual physical check-in at the venue.\n
A PHYSICAL ACTION (TOUCH) THAT TRIGGERS AN ACTION \n\nMOBILE PAYMENTS\nTRANSPORTATION\nFOOTBALL SEASON TICKETS\n\n\n
THINGS = UNIQUELY IDENTIFIABLE OBJECTS \n\nOver the last two decades, there has been an increase in devices that are able to connect to the Internet and to one another. This is also known as the interconnectedness of devices ‘Internet of Things’. \n\nThis can be attributed to the rise in the number of mobile/tablet devices and connected devices in our homes.\n\nThe emerging common method for recognising objects is the use of RFID tags that contains a unique identifying number, which can be assigned to specific objects. By harnessing these items we can find new and exciting ways to interact with people and devices in the world about us.\n\n
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In this research we proposed to bring back control of the venue Jukebox to its patrons and provide an extra incentive to physically visit and check-in to a location. \n\nAlthough the use of NFC as a method to control music has been proposed previously for producing music to choosing individual songs via RFID tags its has not been used to crowdsource opinion.\n
In particular it will use the check-in mechanic seen in Foursquare, to produce an adaptive crowd curated music genre playlist for a given venue.\n\nMore recently, venues are seeking new ways to engage people in the atmosphere of a location by seeking to change the ‘mood’ of that location through techniques such as ambient media. In particular pubs/bars use ambient light to make patrons aware where the bar is located. \n
CheckinDJ allows users to interact by a simple touch of their RFID enabled object over the CheckinDJ controller. \n\nThe system: real-time feedback to provide notifications of their interactions. \n\nTherefore one key feature of CheckinDJ was to provide the user with a minimalistic interface that people interact with by touching their RFID object over its sensor. \n\nThe system can accommodate multiple users checking-in in quick succession. \n\nFour main characteristics.\n
Optional to register before using. Registration process involves users linking their RFID enabled objects’ unique ID number along with their personal information such as username, password and three genre preferences. \n\nCheckinDJ Influence for standard users. User can increase their influence by authenticating their social network accounts.\n\nFoursquare Mayor\n\nMinimalistic and simple registration process - people may wish to register at the venue, as appose to before entering the venue, where they would be able to do it at their convenience.\n
Open source electronics prototyping platform\n\nActionscipt / python like programming language\n\nArduino projects / sensors / inputs and outputs\n\n\n
Gets all genres in leaderboard build a playlist with the top genre.\n\nCreates a new playlist (10 songs) based on the genre of music selected. adds the song playing and the next one in the old playlist to the new playlist to ensure music is continuous played throughout the process. \n\nplay log / downloadable \n\n
Users communicate with the device using a contactless protocol. \nThis is achieved by implementation an Arduino board connected to an Ethernet shield, which combined connects to an NFC module. \n\nThe NFC module is required to read the NFC objects. Users can utilise any 13.56MHz RFID tag in order to communicate with the CheckinDJ jukebox. \n\nTherefore tags can be incorporated into a range of themed/fashionable objects, for example; embedding tags into beer cups so people buy their cup for the evening, and essentially is they access token to use the jukebox.\n\nAs the current system was developed without the use of an external display, the Arduino is programmed to give users feedback in the form of lighting sequences of a group of LEDs, this is used to indicate what stage the device is currently in operation.\n\nTraffic light system for LED notification.\n\n
Typically it is a single person that usually operates said machines, whereby people tend to spend a long time choosing their songs to play. The issue with this is that others wanting to interact have to wait or miss out. \n\nCheckinDJ allows users to quickly make simple transactions through RFID enabled objects.\n
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Better performance, reliability, more efficient (contained into one unit)\nwider range of outputs - ethernet, HDMI\ncost\n
An additional argument for adopting a new social music player experience has been conceived from observing peoples interactions with traditional jukeboxes.\n
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Group - social gaming platform / promote social integration / regular checkins / relationship checkins / \n\nimproving the experience for the patrons. \n\nevaluate such system for both the venue and its clientele. \n\nlongitudinal trial is planned to study the behaviours of such system in a natural environment, over a longer period of time. The study will look at typical user behaviours, similar to the interaction of users with traditional jukeboxes.\n\nThe idea of community influenced public spaces, has been found to be an interesting way of perceiving the impact the individual can have upon the group consciousness and the way that they use the space afforded to them. \n\nIn the future this could be expanded into differing methods of the community influencing their space. \n\nTherefore in order to determine if public spaces can be improved by the inclusion of a physical check-in device, a longitudinal study will need to be performed and evaluated in greater depth through ethnography to determine, what extent this novel service improves the experience and does it produce any emergent behaviour within the users and venue owners.\n