Creative App Dev – Literature (June 2019)

Implementing the physical web using Bluetooth low energy based beacons and a mobile app
Available at IEEE
Abstract
It looks amazing as we are approaching the next big tech revolution of Internet of things, where billions of devices (sensors) would be connected to internet. But it seems unrealistic that to interact with each smart device, user would have to download a separate mobile/tablet application. In this paper we have come with an approach to deal with this issue using beacons.
Conclusion
Physical Web is an approach of Internet of Things which brings the feature of interaction on demand i.e. user can interact with the surrounding objects such as vending machine, parking meters, shopping stores, by just walking towards them, they need not to download a separate app for each of them.

References 

Smart Office Energy Management System Using Bluetooth Low Energy Based Beacons and a Mobile App. Choi Moook, Park Wan-Ki, Lee Ilwoo
International Conference on Consumer Electronics (ICCE), pp. 501-502, 2015.
Abstract
This paper describes a smart office energy management system (SOEMS) that can reduce the energy consumption of PCs, monitors, and lights in an office environment through the use of a mobile app and Bluetooth Low Energy based Beacons (BLE Beacons). BLE Beacons placed at several places in an office and a mobile app are used to determine whether a user enters or exits the office to change the power saving mode of the user’s PCs, monitors, and lights. The proposed system can reduce energy consumption in the office without causing user inconvenience.

Location Fingerprinting With Bluetooth Low Energy Beacons. Faragher Ramsey, Harle Robert. 
Selected Areas in Communication Journal IEEE, vol. 33, no. 11, pp. 2418-2428, 2015.

Abstract 
The complexity of indoor radio propagation has resulted in location-awareness being derived from empirical fingerprinting techniques, where positioning is performed via a previously-constructed radio map, usually of WiFi signals. The recent introduction of the Bluetooth Low Energy (BLE) radio protocol provides new opportunities for indoor location. It supports portable battery-powered beacons that can be easily distributed at low cost, giving it distinct advantages over WiFi. However, its differing use of the radio band brings new challenges too. In this work, we provide a detailed study of BLE fingerprinting using 19 beacons distributed around a ~600 m2 testbed to position a consumer device. We demonstrate the high susceptibility of BLE to fast fading, show how to mitigate this, and quantify the true power cost of continuous BLE scanning. We further investigate the choice of key parameters in a BLE positioning system, including beacon density, transmit power, and transmit frequency. We also provide quantitative comparison with WiFi fingerprinting. Our results show advantages to the use of BLE beacons for positioning. For one-shot (push-to-fix) positioning we achieve <; 2.6 m error 95% of the time for a dense BLE network (1 beacon per 30 m2), compared to <; 4.8 m for a reduced density (1 beacon per 100 m2) and <; 8.5 m for an established WiFi network in the same area.


Augmented Reality 2.0: Developing Experiences for Google Tango and Beyond 
Available at GDC Vault 
Step and Play! Space as interface in the context of location based musical album apps. 
Available at ACM
Abstract 
In this article, I intend to raise a debate on a very recent phenomenon of the music industry: the location-based musical album app. In this context, I discuss in which manners the physical public space can be interpreted as interface. The space mediates, reshapes and adds meaning to a site-specific musical album. The walking activity becomes the input that one needs to perform in order to encounter the output (music). The album listening is relative to the extension covered of these pre-designed territories.
I see space as an intriguing interface, in this case delivering the main content (the musical album) as well as guiding people further on their experiences, influencing their personal narrative and perception of that work of art. My argumentation follows recent theories on mobile music listening, locative and pervasive media, entangling different perspectives in order to analyze this new musical album format, which had its first appearances in the year of 2011.
Final discussion 
After the analysis of the literature, which I briefly presented in this article, I find it plausible to acknowledge the space as interface. It links the content and concept that the artist aims to deliver to his/her audience. I find it relevant to bring this topic to discussion, as I have not encountered such “reverse” approach on the “aesthetics control” on outdoor public spaces, from the literature available on mobile music listening, particularly from listener’s perspective within this ecosystem. Especially because the first LBMA was released very recently, not many have experienced this album format and naturally this activity in public spaces has not been yet extensively discussed in the academic realm. For this reason, I have started this empirical investigation [13] in parallel by testing a mobile app, that reproduces exactly the same concept of a LBMA, in order to compare the listening experience occurred in two contrasting routes: one related to leisure and green areas in contrast to one industrial and not as visually and sonically pleasant, as the Low-Fi and Hi-Fi concerns discussed by Schafer [30]. Similar projects have been carried on sound and locative-media but with a different proposal. Many were not accessible to the general public or released as musical albums. I believe it would be interesting to investigate the LBMA phenomenon in its real life context. Especially if the listeners involved were not feeling as they were part of a field experiment. I believe that, the concept of LBMA, and its location (interpreted as an interface) would be an interesting piece of research for the contemporary use of mobile media on musical album listening. I intend to keep discussing the physical space as the stage for the music listening activity and I intend to carry a field experiment to present findings based on the people’s experience, to complement the literature unified in this article.
References 

From game design elements to gamefulness: defining “gamification”


Abstract
Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as “gamification”, this trend connects to a sizeable body of existing concepts and research in human-computer interaction and game studies, such as serious games, pervasive games, alternate reality games, or playful design. However, it is not clear how “gamification” relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate “gamification” and the historical origins of the term in relation to precursors and similar concepts. It is suggested that “gamified” applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of “gamification” as the use of game design elements in non-game contexts.

Creative App Dev – Literature (June 2019)

Implementing the physical web using Bluetooth low energy based beacons and a mobile app
Available at IEEE
Abstract
It looks amazing as we are approaching the next big tech revolution of Internet of things, where billions of devices (sensors) would be connected to internet. But it seems unrealistic that to interact with each smart device, user would have to download a separate mobile/tablet application. In this paper we have come with an approach to deal with this issue using beacons.
Conclusion
Physical Web is an approach of Internet of Things which brings the feature of interaction on demand i.e. user can interact with the surrounding objects such as vending machine, parking meters, shopping stores, by just walking towards them, they need not to download a separate app for each of them.

References 

Smart Office Energy Management System Using Bluetooth Low Energy Based Beacons and a Mobile App. Choi Moook, Park Wan-Ki, Lee Ilwoo
International Conference on Consumer Electronics (ICCE), pp. 501-502, 2015.
Abstract
This paper describes a smart office energy management system (SOEMS) that can reduce the energy consumption of PCs, monitors, and lights in an office environment through the use of a mobile app and Bluetooth Low Energy based Beacons (BLE Beacons). BLE Beacons placed at several places in an office and a mobile app are used to determine whether a user enters or exits the office to change the power saving mode of the user’s PCs, monitors, and lights. The proposed system can reduce energy consumption in the office without causing user inconvenience.

Location Fingerprinting With Bluetooth Low Energy Beacons. Faragher Ramsey, Harle Robert. 
Selected Areas in Communication Journal IEEE, vol. 33, no. 11, pp. 2418-2428, 2015.

Abstract 
The complexity of indoor radio propagation has resulted in location-awareness being derived from empirical fingerprinting techniques, where positioning is performed via a previously-constructed radio map, usually of WiFi signals. The recent introduction of the Bluetooth Low Energy (BLE) radio protocol provides new opportunities for indoor location. It supports portable battery-powered beacons that can be easily distributed at low cost, giving it distinct advantages over WiFi. However, its differing use of the radio band brings new challenges too. In this work, we provide a detailed study of BLE fingerprinting using 19 beacons distributed around a ~600 m2 testbed to position a consumer device. We demonstrate the high susceptibility of BLE to fast fading, show how to mitigate this, and quantify the true power cost of continuous BLE scanning. We further investigate the choice of key parameters in a BLE positioning system, including beacon density, transmit power, and transmit frequency. We also provide quantitative comparison with WiFi fingerprinting. Our results show advantages to the use of BLE beacons for positioning. For one-shot (push-to-fix) positioning we achieve <; 2.6 m error 95% of the time for a dense BLE network (1 beacon per 30 m2), compared to <; 4.8 m for a reduced density (1 beacon per 100 m2) and <; 8.5 m for an established WiFi network in the same area.


Augmented Reality 2.0: Developing Experiences for Google Tango and Beyond 
Available at GDC Vault 
Step and Play! Space as interface in the context of location based musical album apps. 
Available at ACM
Abstract 
In this article, I intend to raise a debate on a very recent phenomenon of the music industry: the location-based musical album app. In this context, I discuss in which manners the physical public space can be interpreted as interface. The space mediates, reshapes and adds meaning to a site-specific musical album. The walking activity becomes the input that one needs to perform in order to encounter the output (music). The album listening is relative to the extension covered of these pre-designed territories.
I see space as an intriguing interface, in this case delivering the main content (the musical album) as well as guiding people further on their experiences, influencing their personal narrative and perception of that work of art. My argumentation follows recent theories on mobile music listening, locative and pervasive media, entangling different perspectives in order to analyze this new musical album format, which had its first appearances in the year of 2011.
Final discussion 
After the analysis of the literature, which I briefly presented in this article, I find it plausible to acknowledge the space as interface. It links the content and concept that the artist aims to deliver to his/her audience. I find it relevant to bring this topic to discussion, as I have not encountered such “reverse” approach on the “aesthetics control” on outdoor public spaces, from the literature available on mobile music listening, particularly from listener’s perspective within this ecosystem. Especially because the first LBMA was released very recently, not many have experienced this album format and naturally this activity in public spaces has not been yet extensively discussed in the academic realm. For this reason, I have started this empirical investigation [13] in parallel by testing a mobile app, that reproduces exactly the same concept of a LBMA, in order to compare the listening experience occurred in two contrasting routes: one related to leisure and green areas in contrast to one industrial and not as visually and sonically pleasant, as the Low-Fi and Hi-Fi concerns discussed by Schafer [30]. Similar projects have been carried on sound and locative-media but with a different proposal. Many were not accessible to the general public or released as musical albums. I believe it would be interesting to investigate the LBMA phenomenon in its real life context. Especially if the listeners involved were not feeling as they were part of a field experiment. I believe that, the concept of LBMA, and its location (interpreted as an interface) would be an interesting piece of research for the contemporary use of mobile media on musical album listening. I intend to keep discussing the physical space as the stage for the music listening activity and I intend to carry a field experiment to present findings based on the people’s experience, to complement the literature unified in this article.
References 

From game design elements to gamefulness: defining “gamification”


Abstract
Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as “gamification”, this trend connects to a sizeable body of existing concepts and research in human-computer interaction and game studies, such as serious games, pervasive games, alternate reality games, or playful design. However, it is not clear how “gamification” relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate “gamification” and the historical origins of the term in relation to precursors and similar concepts. It is suggested that “gamified” applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of “gamification” as the use of game design elements in non-game contexts.