Yoriko Inada
Biographic Data
| ID | 1489943 |
|---|---|
| NAME | Yoriko Inada |
| GIVEN NAMES | Yoriko |
| FAMILY NAME | Inada |
| SIGNATURE | INADA Y |
| AFFILIATIONS | Télécom Paris |
| VERIFIED | No |
| TOTAL WORKS | 5 |
| TOTAL CITATIONS | 47 |
| AUTHOR COUNT | 5 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2005 |
| LATEST PUBLICATION YEAR | 2016 |
| H-INDEX | 3 |
Mobility and sociality in proximity-sensitive digital urban ecologies: Timid encounters' and 'seam-sensitive walks
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
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
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
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
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
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
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
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
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
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
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
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
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
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)