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Yoriko Inada

Biographic Data

ID1489943
NAMEYoriko Inada
GIVEN NAMESYoriko
FAMILY NAMEInada
SIGNATUREINADA Y
AFFILIATIONSTélécom Paris
VERIFIEDNo
TOTAL WORKS5
TOTAL CITATIONS47
AUTHOR COUNT5
EDITOR COUNT0
FIRST PUBLICATION YEAR2005
LATEST PUBLICATION YEAR2016
H-INDEX3
  • Mobility and sociality in proximity-sensitive digital urban ecologies: Timid encounters' and 'seam-sensitive walks

    C Licoppe, Yoriko Inada•ARTICLE•Mobilities•2016•Cited by: 4•References: 14

    This paper is a case study of the use of a proximity-sensitive game played on mobile gaming terminals, in Japan and in France, Dragon Quest 9, and of distinctive forms of mobility and urban encounters which emerge around it. We show how players, when assembled together, walk the ‘connected walk,’ that is they adopt a particular gait, slower than the usual walking pace, with repeated pauses which appears as a tentative and exploratory kind of mobi…

  • Locative Media and Cultures of Mediated Proximity: The Case of the Mogi Game Location-Aware Community

    Open Access•C Licoppe, Yoriko Inada•ARTICLE•Environment and Planning D…•2010•Cited by: 14•References: 25

    This paper provides an analysis of the interaction order in a unique nonexperimental and enduring location-aware community (ie the players of the Mogi game) and of the ways it is particularly oriented towards location and proximity concerns. It shows how one of its features is the public character of positional data, so that players routinely orient towards the fact that their location might be remarked and commented on at all times. Location awa…

  • Geolocalized Technologies, Location-Aware Communities, and Personal Territories: The Mogi Case

    C Licoppe, Yoriko Inada•ARTICLE•Journal of Urban Technology•2008

    The development of location-aware systems has been understood as a promising and original way to enrich urban experience and mobility-related practices by articulating a mediated plane of interacti

  • Emergent Uses of a Multiplayer Location-aware Mobile Game: The Interactional Consequences of Mediated Encounters

    C Licoppe, Yoriko Inada•ARTICLE•Mobilities•2006•Cited by: 28•References: 15

    This case study of the behaviours of players in an advanced location-aware gaming environment provides a first glimpse of what the experience of living in a mobile-based augmented urban public space might be like, and of the kind of social order and emergent 'form-of-life' that might characterize it. We have focused our analyses on three key features. First, game-related mobility: how users adjust their movements to the 'augmented' ecologies that…

  • Les usages émergents d'un jeu multijoueur sur terminaux mobiles géolocalisés: Mobilités équipées dans un japon « augmenté » et « rencontres d'écran

    C Licoppe, Yoriko Inada•ARTICLE•Réseaux•2005•Cited by: 1

    Cette article etudie les usages d’un jeu multijoueur sur terminaux mobiles geolocalises. Les joueurs japonais collectionnent des objets virtuels au gre de leurs deplacements dans Tokyo. Ce systeme est disponible commercialement et constitue un laboratoire in vivo pour l’etude du developpement des comportements collectifs geolocalises. L’article analyse les formes de mobilites ajustees a la ville « augmentee » dont les joueurs font l’experience au…

  • Emergent Uses of a Multiplayer Location-aware Mobile Game: The Interactional Consequences of Mediated Encounters

    C Licoppe, Yoriko Inada•ARTICLE•Mobilities•2006•Cited by: 28•References: 15

    This case study of the behaviours of players in an advanced location-aware gaming environment provides a first glimpse of what the experience of living in a mobile-based augmented urban public space might be like, and of the kind of social order and emergent 'form-of-life' that might characterize it. We have focused our analyses on three key features. First, game-related mobility: how users adjust their movements to the 'augmented' ecologies that…

  • Locative Media and Cultures of Mediated Proximity: The Case of the Mogi Game Location-Aware Community

    Open Access•C Licoppe, Yoriko Inada•ARTICLE•Environment and Planning D…•2010•Cited by: 14•References: 25

    This paper provides an analysis of the interaction order in a unique nonexperimental and enduring location-aware community (ie the players of the Mogi game) and of the ways it is particularly oriented towards location and proximity concerns. It shows how one of its features is the public character of positional data, so that players routinely orient towards the fact that their location might be remarked and commented on at all times. Location awa…

  • Mobility and sociality in proximity-sensitive digital urban ecologies: Timid encounters' and 'seam-sensitive walks

    C Licoppe, Yoriko Inada•ARTICLE•Mobilities•2016•Cited by: 4•References: 14

    This paper is a case study of the use of a proximity-sensitive game played on mobile gaming terminals, in Japan and in France, Dragon Quest 9, and of distinctive forms of mobility and urban encounters which emerge around it. We show how players, when assembled together, walk the ‘connected walk,’ that is they adopt a particular gait, slower than the usual walking pace, with repeated pauses which appears as a tentative and exploratory kind of mobi…

  • Les usages émergents d'un jeu multijoueur sur terminaux mobiles géolocalisés: Mobilités équipées dans un japon « augmenté » et « rencontres d'écran

    C Licoppe, Yoriko Inada•ARTICLE•Réseaux•2005•Cited by: 1

    Cette article etudie les usages d’un jeu multijoueur sur terminaux mobiles geolocalises. Les joueurs japonais collectionnent des objets virtuels au gre de leurs deplacements dans Tokyo. Ce systeme est disponible commercialement et constitue un laboratoire in vivo pour l’etude du developpement des comportements collectifs geolocalises. L’article analyse les formes de mobilites ajustees a la ville « augmentee » dont les joueurs font l’experience au…

  • Les usages émergents d'un jeu multijoueur sur terminaux mobiles géolocalisés: Mobilités équipées dans un japon « augmenté » et « rencontres d'écran

    C Licoppe, Yoriko Inada•ARTICLE•Réseaux•2005•Cited by: 1

    Cette article etudie les usages d’un jeu multijoueur sur terminaux mobiles geolocalises. Les joueurs japonais collectionnent des objets virtuels au gre de leurs deplacements dans Tokyo. Ce systeme est disponible commercialement et constitue un laboratoire in vivo pour l’etude du developpement des comportements collectifs geolocalises. L’article analyse les formes de mobilites ajustees a la ville « augmentee » dont les joueurs font l’experience au…

  • Emergent Uses of a Multiplayer Location-aware Mobile Game: The Interactional Consequences of Mediated Encounters

    C Licoppe, Yoriko Inada•ARTICLE•Mobilities•2006•Cited by: 28•References: 15

    This case study of the behaviours of players in an advanced location-aware gaming environment provides a first glimpse of what the experience of living in a mobile-based augmented urban public space might be like, and of the kind of social order and emergent 'form-of-life' that might characterize it. We have focused our analyses on three key features. First, game-related mobility: how users adjust their movements to the 'augmented' ecologies that…

  • Geolocalized Technologies, Location-Aware Communities, and Personal Territories: The Mogi Case

    C Licoppe, Yoriko Inada•ARTICLE•Journal of Urban Technology•2008

    The development of location-aware systems has been understood as a promising and original way to enrich urban experience and mobility-related practices by articulating a mediated plane of interacti

  • Locative Media and Cultures of Mediated Proximity: The Case of the Mogi Game Location-Aware Community

    Open Access•C Licoppe, Yoriko Inada•ARTICLE•Environment and Planning D…•2010•Cited by: 14•References: 25

    This paper provides an analysis of the interaction order in a unique nonexperimental and enduring location-aware community (ie the players of the Mogi game) and of the ways it is particularly oriented towards location and proximity concerns. It shows how one of its features is the public character of positional data, so that players routinely orient towards the fact that their location might be remarked and commented on at all times. Location awa…

  • Mobility and sociality in proximity-sensitive digital urban ecologies: Timid encounters' and 'seam-sensitive walks

    C Licoppe, Yoriko Inada•ARTICLE•Mobilities•2016•Cited by: 4•References: 14

    This paper is a case study of the use of a proximity-sensitive game played on mobile gaming terminals, in Japan and in France, Dragon Quest 9, and of distinctive forms of mobility and urban encounters which emerge around it. We show how players, when assembled together, walk the ‘connected walk,’ that is they adopt a particular gait, slower than the usual walking pace, with repeated pauses which appears as a tentative and exploratory kind of mobi…

Computer Science (3 works) · Political science (3 works) · Diverse multidisciplinary academic research (2 works) · Geography (2 works) · Human Mobility and Location-Based Analysis (2 works) · Innovative Human-Technology Interaction (2 works) · Public relations (2 works) · Sociology (2 works) · Action (physics (1 works) · Art (1 works)

Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae