This book is the result of an international program of conferences and round tables in Paris 1 Sorbonne with participants from Japan, Canada, England, Switzerland, Malta, and France. The participants consider the growing number of artistic, digital, fictional, and game devices that are based on user mobility and interaction through digital interfaces. Through exploration, experimentation, and the creation of alternate reality art devices, questions about the limits between real, virtual, and fictional worlds are discussed. The characteristics of these three worlds and their confrontation with one another require new ways of elaborating and analyzing creations. How do digital interfaces accompany mobility and how is mobility redefining these interfaces? What are the roles of digital interfaces in connecting someone to his or her spatial and social environment? What is the importance of spatial co-construction by several interacting subjects? The book is divided in three parts: 1) Game Devices: Game Narrative & Alternate Reality Games, 2) Devices, Medias and Technologies Analyses: Auditory and Movie Spaces; Scientific Issues and Intention Mining in Mobile Environments, 3) Artistic Issues: GPS Images, Cognitive and Aesthetic perspectives.

Since the late 1980s, Bernard Guelton has worked to develop art that questions the social, architectural, and urban contexts in which he operates. Relationships between architecture and fiction characterize part of his achievements, designed for actors and places that are quite specific. Mobile works of art and urban games make up new developments that cross-fertilize his research team’s works. At the university, he leads the Fictions and Interactions team UMR ACTE CNRS 8218 which questions the specificities of fiction from the perspectives of artistic and visual practices.