The familiar stranger: anxiety, comfort, and play in public places
By Eric Paulos, Elizabeth Goodman. International Conference on Human Factors in Computing Systems, 2004
486 citations recorded by the source corpus.
Subfields: Computer Networks and Communications, Ocean Engineering, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/deb7c4ec488acd962f288e4b4067e3701c2b6677
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Networks and Communications
- Eiko Yoneki
- Pan Hui
- Jon Crowcroft
- Shu Yan Chan
- Lee Humphreys
- Stamatis Karnouskos
- Vlasios Tsiatsis
- Santo Fortunato
In Ocean Engineering
In Human-Computer Interaction
Citations in the corpus
- Participatory Sensing (2019, background): “[17] (See [18] and [19] for motivations in urban planning.”
- Distributed community detection in delay tolerant networks (2007, background): “A pair of nodes which meet regularly but do not spend time with each other, could be familiar strangers [27] meeting every day.”
- Reality mining: sensing complex social systems (2006, unknown): “[14].”
- An Analysis of Visitors' Behavior in the Louvre Museum: A Study Using Bluetooth Data (2014, background): “…not in the context of the large-scale art museums: for measuring the relationship of the social network between people (Eagle and Pentland, 2005; Paulos and Goodman, 2004), for analyzing mobility of pedestrian and their relationships (Kostakos et al., 2010; Versichele et al., 2012; Delafontaine…”
- Identifying Opportunities for Valuable Encounters: Toward Context-Aware Social Matching Systems (2015, background): “…seen each other before but never directly interacted (i.e., familiar strangers [Milgram 1977]), are more likely to introduce themselves in an unfamiliar setting (e.g., while traveling) than are perfect strangers because they have a background of shared experiences [Paulos and Goodman 2004].”
- Mobile Social Networks and Social Practice: A Case Study of Dodgeball (2007, background): “However, much of the research to date has used quasi-experimental designs (e.g., Eagle & Pentland, 2005; Paulos & Goodman, 2004; Wang & Canny, 2006) and therefore does not explore how people use such technology in their everyday lives.”