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The video window: my life with a ludic system

Published: 31 January 2006 Publication History

Abstract

The video window is a video screen hanging next to a window on my bedroom wall, showing the image from a camera mounted to show the skyline from outside that same window. In this paper, I describe the appeal of living with such a system, and the intermingled aesthetic, utilitarian and practical issues involved in its creation and the experience it offers.

References

[1]
1. Bly S, Harrison S, Irwin S (1993) Media spaces: bringing people together in a video, audio, and computing environment. Commun ACM 36 (1):28-47.
[2]
2. Gaver W, Bowers J, Boucher A, Gellerson H, Pennington S, Schmidt A, Steed A, Villars N, Walker B. (2004) The Drift Table: designing for ludic engagement. In: Proc. CHI'04 Design Expo, ACM Press, New York.
[3]
3. Gaver WW, (2002) Designing for Homo Ludens. I3 Magazine No. 12, June 2002.
[4]
4. Gaver WW, Moran T, MacLean A, Lövstrand L, Dourish P, Carter K, Buxton W (1992) Realizing a video environment: EuroPARC's RAVE system. In: Proc. CHI'92. ACM Press, New York.

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  • (2023)Ludification as a Lens for Algorithmic Management: A Case Study of Gig-Workers’ Experiences of Ambiguity in Instacart WorkProceedings of the 2023 ACM Designing Interactive Systems Conference10.1145/3563657.3596004(638-651)Online publication date: 10-Jul-2023
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Information & Contributors

Information

Published In

cover image Personal and Ubiquitous Computing
Personal and Ubiquitous Computing  Volume 10, Issue 2-3
April 2006
138 pages

Publisher

Springer-Verlag

Berlin, Heidelberg

Publication History

Published: 31 January 2006

Author Tags

  1. Domestic technologies
  2. First-person research
  3. Home
  4. Ludic design

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Cited By

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  • (2024)Art Digital Jewellery as Atmospheres: An autobiographical RtD exploration into IoT for poetic contextsProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3660734(2374-2387)Online publication date: 1-Jul-2024
  • (2024)The Router of All Evil: Designerly Hacking a Network of One’s OwnProceedings of the Eighteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3623509.3633357(1-10)Online publication date: 11-Feb-2024
  • (2023)Ludification as a Lens for Algorithmic Management: A Case Study of Gig-Workers’ Experiences of Ambiguity in Instacart WorkProceedings of the 2023 ACM Designing Interactive Systems Conference10.1145/3563657.3596004(638-651)Online publication date: 10-Jul-2023
  • (2023)Sharing Earthquake Narratives: Making Space for Others in our Autobiographical Design ProcessProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3580977(1-18)Online publication date: 19-Apr-2023
  • (2022)On the Design of deformTable: Attending to Temporality and Materiality for Supporting Everyday Interactions with a Shape-Changing ArtifactProceedings of the 2022 ACM Designing Interactive Systems Conference10.1145/3532106.3533501(1555-1564)Online publication date: 13-Jun-2022
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  • (2022)Critical-Playful Speculations with Cameras in the HomeProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3502109(1-22)Online publication date: 29-Apr-2022
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  • (2022)Examining Embodied Sensation and Perception in SingingProceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3490149.3503581(1-7)Online publication date: 13-Feb-2022
  • (2022)From Collaborative Habituation to Everyday Togetherness: A Long-Term Study of Use of the Messaging KettleACM Transactions on Computer-Human Interaction10.1145/347097329:1(1-47)Online publication date: 7-Jan-2022
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