Socially promiscuous mobile phone pets

Casey, S. and Rowland, Duncan (2007) Socially promiscuous mobile phone pets. In: Conference of Artificial and Ambient Intelligence, AISB'07, 2-4 April 2007, Newcastle upon Tyne.

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Item Type:Conference or Workshop contribution (Paper)
Item Status:Live Archive

Abstract

Virtual pets offer an abstracted version of animal ownership. Currently, most simulated creatures tend to be sequestered from the real world and so have little or no knowledge as to their whereabouts. This limits the scope of the possible interactions between the player and their simulated pet. Gophers are artificial pets designed to be carried by users on their mobile phone. They are socially promiscuous (like cats) and enjoy visiting the phones of other players without the permission of their 'owner'. During their lives, these artificial animals collect topological information regarding their movements, and semantic data related to their location via interactions with the humans they encounter. Future versions of the game will utilise this information to create a more contextually aware experience.

Additional Information:Conference Code: 89614
Keywords:Semantic data, Topological information, Animals, Artificial intelligence, Cellular telephones, Semantics, Mobile phones
Subjects:G Mathematical and Computer Sciences > G400 Computer Science
G Mathematical and Computer Sciences > G440 Human-computer Interaction
Divisions:College of Science > School of Computer Science
ID Code:8718
Deposited On:22 Apr 2013 07:48

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