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Fun and jolly empire building with a smile: "You're invited to take the Day in the Cloud Challenge, the first-ever online scavenger hunt to be played simultaneously in the air and on the ground. We've teamed up with Virgin America to sponsor this challenge on June 24, 2009, the "Day in the Cloud." At Google, we've gathered a small group of gamers extraordinaire to come up with unique puzzles, trivia, and brain teasers, many of which use Google Apps"
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Mapumental is launched as "a realtime version of our lovely transport journey time maps … As well as being realtime generated, they include house price and 'scenicness' data, generated by the web game ScenicOrNot." The aim is to "take the nation’s bus, train, tram, tube and boat timetables and turn them into a service that does vastly more than imagined by traditional journey planners."
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"Housecoats and electronics are set to meet in a research project led by Northern Ireland academics. University of Ulster researchers are examining how hi-tech clothing could improve the lives of older people. The three-year project could see electronic devices built in to clothing that could provide information ranging from heart rate to bus timetables."
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Radio 1's very light-touch 'news' programme engages in some frothy envisioning at a 'house of the future' show: "When it comes to technology in the home if you've got the cash there's plenty of stuff out there – flat-screen, high def TVs, surround sound with MP3 docking stations, video game consoles galore – the list is endless. For a look at the very latest hi-tech gadgets Newsbeat went to see a "future house" at the Grand Designs Live exhibition in London's Excel Centre."
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BBC "Click Online" engages in some envisioning of near-future 'advances' in modes of interaction with a variety of devices. Lots of: "In the future you will…"
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"Quickly emerging from the fast-paced growth of mobile communications and wireless technologies, pervasive games provide a worldwide network of potential play spaces. Now games can be designed to be played in public spaces like streets, conferences, museums and other non-traditional game venues – and game designers need to understand the world as a medium–both its challenges and its advantages.
This book shows how to change the face of play–who plays, when and where they play and what that play means to all involved. The authors explore aspects of pervasive games that concern game designers: what makes these games compelling, what makes them possible today, how they are made and by whom. For theorists, it provides a solidtheoretical, philosophical and aesthetic grounding of their designs."
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