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Dive into the research topics where Mauricio Capra is active.

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Featured researches published by Mauricio Capra.


acm multimedia | 2005

The multimedia challenges raised by pervasive games

Mauricio Capra; Milena Radenkovic; Steve Benford; Leif Oppermann; Adam Drozd; Martin Flintham

Pervasive gaming is a new form of multimedia entertainment that extends the traditional computer gaming experience out into the real world. Through a combination of personal devices, positioning systems and other multimedia sensors, combined with wireless networking, a pervasive game can respond to a players movements and context and enable them to communicate with a game server and other players. We review recent examples of pervasive games in order to explain their distinctive characteristics as multimedia applications. We then consider the challenge of scaling pervasive games to include potentially very large numbers of players. We propose a new approach based upon a campaign model in which individuals, local groups and experts draw on a combination of pervasive games, online services and broadcasting to take part in national or even global events. We discuss the challenges that this raises for further research.


conference on computer supported cooperative work | 2007

The Cooperative Work of Gaming: Orchestrating a Mobile SMS Game

Andy Crabtree; Steve Benford; Mauricio Capra; Martin Flintham; Adam Drozd; Nick Tandavanitj; Matt Adams; Ju Row Farr

This paper focuses on orchestration work in the first iteration of a mobile game called Day Of The Figurines, which explores the potential to exploit text messaging as a means of creating an engaging gaming experience. By focusing on orchestration we are especially concerned with the ‘cooperative work that makes the game work’. While the assemblage or family of orchestration practices uncovered by our ethnographic study are specific to the game – including the ways in which behind the scenes staff make sense of messages, craft appropriate responses, and manage and track the production of gameplay narratives as the game unfolds – orchestration work is of general significance to our understanding of new gaming experiences. The focus on orchestration work reveals that behind the scenes staff are co-producers of the game and that the playing of games is, therefore, inseparably intertwined with their orchestration. Furthermore, orchestration work is ‘ordinary’ work that relies upon the taken for granted skills and competences of behind the scenes staff; ‘operators’ and ‘authors’ in this case. While we remain focused on the specifics of this game, explication of the ordinary work of orchestration highlights challenges and opportunities for the continued development of gaming experiences more generally. Indeed, understanding the specificities of orchestration work might be said to be a key ingredient of future development.


ubiquitous computing | 2006

Extending authoring tools for location-aware applications with an infrastructure visualization layer

Leif Oppermann; Gregor Broll; Mauricio Capra; Steve Benford

In current authoring tools for location-aware applications the designer typically places trigger zones onto a map of the target environment and associates these with events and media assets. However, studies of deployed experiences have shown that the characteristics of the usually invisible ubiquitous computing infrastructure, especially limited coverage and accuracy, have a major impact on an experience. We propose a new approach in which designers work with three layers of information: information about the physical world, information about digital media, but also visualizations of ubiquitous infrastructure. We describe the implementation of a prototype authoring tool that embodies this approach and describe how it has been used to author a location-based game for mobile phones called Tycoon. We then outline the key challenges involved in generalizing this approach to more powerful authoring tools including acquiring and visualizing infrastructure data, acquiring map data, and flexibly specifying how digital content relates to both of these.


human factors in computing systems | 2006

Interweaving mobile games with everyday life

Marek Bell; Matthew Chalmers; Louise Barkhuus; Malcolm Hall; Scott Sherwood; Paul Tennent; Barry A. T. Brown; Duncan Rowland; Steve Benford; Mauricio Capra; Alastair Hampshire


Archive | 2007

Mapping inside out.

Stephen Boyd Davis; Magnus Moar; Rachel Jacobs; Matt Watkins; Mauricio Capra; Robin Shackford; Leif Oppermann


Archive | 2007

Love City: A Text-Driven, Location-Based Mobile Phone Game Played Between 3 Cities

Leif Oppermann; Rachel Jacobs; Matt Watkins; Robin Shackford; Christoph von Tycowicz; Mike Wright; Mauricio Capra; Chris Greenhalgh; Steve Benford


ICAT | 2003

Civil Engineering Application for Virtual Collaborative Environment

Mauricio Capra; Marcio Aquino; Alan Dodson; Boriana Koleva-Hopkin; Steve Benford


Archive | 2009

Art and Technology for Health

Stephen Boyd Davis; Magnus Moar; Rachel Jacobs; Matt Watkins; Robin Shackford; Leif Oppermann; Mauricio Capra


Archive | 2008

Visualizing Data Gathered by Mobile Phones

Michael Wright; Leif Oppermann; Mauricio Capra


Archive | 2004

Mixed Reality on Civil Engineering

Mauricio Capra; Marcio Aquino; Alan Dodson

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Steve Benford

University of Nottingham

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Leif Oppermann

University of Nottingham

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Alan Dodson

University of Nottingham

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Marcio Aquino

University of Nottingham

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Matt Watkins

University of Nottingham

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Rachel Jacobs

University of Nottingham

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Adam Drozd

University of Nottingham

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