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学术讲座【When Augmented Reality Comes to Melbourne: People, Pok\'emon, and Their Social Networking】

时间:2016-12-07浏览:352设置

时间:2016年12月08 日(周四)15:00 - 18:00

地点:仓山校区成功楼601会议室

主讲:中央财经大学中国精算研究院 文晟研究员 

主办:数学与计算机科学学院、福建省网络与信息安全重点实验室

专家简介:Dr. Sheng Wen received two PhD degrees from Central South University, China in February 2013 and Deakin University, Melbourne, in October 2014, respectively. He has been working full-time as a research fellow in Deakin University after he submitted his doctoral thesis in April 2014. From January 2015, he has been a Lecturer in Computer Science in the School of Information Technology in Deakin University. He also joined the Centre of Cyber Security.

报告摘要:Augmented reality (AR) is a live view of the physical world whose elements are supplemented by computer-generated sensory input such as GPS data. A typical example is the recent popular AR-based game, Pokemon GO which attracted hordes of players after it has been released in June 2016. In the game, players use a mobile device's GPS capability to locate, capture, battle, and train virtual creatures, called Pokemon, who appears on the screen as if they were in the same real-world location as the player. Academically, there exist two symbiotic social networks related to the Pokemon GO game, one in the real world among players, and another one in the virtual world among players' virtual agencies (e.g. pokemons).
    In this paper, we carried out a data-driven research on the Pokemon GO game to explore AR-based social networks. Accordingly, we designed a questionnaire to collect players' individual behaviours in Pokemon GO, and adopted maps of Melbourne to track their usual playing areas. Based on the data that we collected, we first built up the symbiotic social networks in both physical world (i.e. refers to players) and virtual world (i.e. refers to pokemons) as well as interactions between players and Pokemon GO elements (i.e. `bridges' of two worlds). We then investigated the mutual impact of the two social networks. We found that players' activities in the virtual world reflected their physical behaviours and movement. We further studied how the AR technique changed the social behaviours of players. By incorporating the real-world pedestrian dataset collected by sensors across Melbourne CBD into the study, we found that people's social networking behaviours significantly changed after AR came to Melbourne. As far as we know, this paper is the first to study the AR-based social networking and its participants.

 

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