Showing posts with label locative media. Show all posts
Showing posts with label locative media. Show all posts

Wednesday, January 27, 2010

URBAN COMPUTING AND LOCATIVE MEDIA

Anne Galloway, of Purse Lip Square Jaw, has published her PhD.
“The dissertation builds on available sociological approaches to understanding everyday life in the networked city to show that emergent technologies reshape our experiences of spatiality, temporality and embodiment. It contributes to methodological innovation through the use of data bricolage and research blogging, which are presented through experimental and recombinant textual strategies; and it contributes to the field of science and technology studies by bringing together actor-network theory with the sociology of expectations in order to empirically evaluate an area of cutting-edge design.”

Friday, September 18, 2009

Million Story Building

Location-specific ambient storytelling

If a building could talk, what would it say? How would it “feel” about the comings and goings of the people who use it every day? Would it be affected by their moods and desires? What kind of relationship would it have with its occupants if it could communicate with them somehow, and how would they respond? Perhaps most importantly, would such a feeling-and-talking building even be desirable?

In attempting to answer these whimsical questions, the Mobile and Environmental Media Lab (MEML) at the University of Southern California conceived of Million Story Building, an experimental design project exploring how location-specific mobile technology can add playful, imaginative and practical new layers to the relationship between a structure and its inhabitants.

Using the newly-constructed School of Cinematic Arts (SCA) Building as a test bed, the MEML team has designed a location-sensitive iPhone application (see video) that enables students and faculty to engage with their workplace in a variety of exciting new ways, from scanning Quick Response (QR) code glyphs mounted next to posters in the hallways in order to access and tag video clips from a central database, to leaving virtual messages for others to read in an Augmented Reality view of the building’s central courtyard.

Functions such as these, working together with networks of sensors, interactive plasma screens and web-based social media profiles, made it possible for iPhone-carrying building occupants to learn about SCA history, discover events and activities, share stories and updates of their own, enrich the school’s media archive, and participate in an Alternate Reality Game.

Furthermore, and crucially, users could come to expect increasingly customized communications, behaviors and interaction opportunities as a profile concerning their preferences, habits and interests was generated based on their usage of the system. The end result was a prototype for a personalized and self-renewing “ambient story” experience co-constructed by the collaboration between the occupants of a building and the building itself.

Background

At its heart, Million Story Building is an effort to mobilize a range of storytelling and interaction tactics such that the occupants of the SCA building can experience a deeper and richer connection with their workspace and co-workers. Such an effort is not unique in the history of design; indeed, the practice of embedding story and play in physical space is almost as old as civilization itself – one recalls the Catholic Via dolorosa (Stations of the Cross), the Shingon Buddhist pilgrimage of Shikoku or the transit to the Temple of the Sun at Teotihuacan.

More recently, what Jill Walker-Renberg calls “distributed narratives” have manifested themselves in public and institutional space through sticker art, coordinated graffiti campaigns, flash mobs and other interventions. Million Story Building emerges at the nexus of these practices and the new potentialities unleashed by the recent blossoming of mobile and ubiquitous computational technologies.

More Information

The Million Story Building series archive is an effort to gather together, enframe and contextualize key planning documents from the first phase of the project’s development. By browsing proposals, demo descriptions, annotated meeting notes and other development documents, readers can get a sense of the key concerns from which the project arose and the various components of the prototype application, both implemented and imagined.




Locative Media And Responsive Environments


This presentation explores the evolution and trajectory of ubiquitous computing technologies that enable designers to embed media artifacts and computational systems in physical space. By placing custom bar code glyphs, GPS/Google Earth markers, sensor systems or other smart-phone-readable triggers in physical locations, designers can create hyperlinks connecting real-world objects or places with a wide variety of media — from video, audio and text content to dynamic data feeds and opportunities for interactions with both human and non-human agencies. Crucially, however, this layering practice does not stop at the level of the hyperlink or the traditional notion of Augmented Reality. Rather, designers are beginning to perceive opportunities for embedding responsive computational power in physical space, enabling environments to track, profile and communicate with their inhabitants, providing customized, adaptive and anticipatory user experiences.

Thursday, September 17, 2009

Designing for Place-Based Social Interaction of Urban Residents in Mexico, South Africa and Australia

PDF Paper download


Abstract

The design of technology to facilitate social interaction of urban residents is increasingly important for many countries around the world. México and South Africa are particularly prone to issues that stem from urban densification and a lack of adequate affordable housing. Governments look to ICT to take on a mediating and facilitating role. This paper reports on research-in-progress of a tri-continental study. The external factors and aims of this pilot project identifying local case studies to prepare for a larger and longer term international comparison of local community networking approaches are examined. It is argued that by careful attention to cultural and social assets in the community, innovations will be engendered which enhance economic and social development. Preliminary design implications for the support of neighbourhood interactions across different socio-cultural contexts are presented.

City Tag-location-based multiplayer game for spontaneous social interaction

iPaq screens showing 3 different game states

CitiTag is a wireless location-based multiplayer game, designed to enhance spontaneous social interaction and novel experiences in city environments by integrating virtual presence with physical. In the first version of CitiTag you roam the city with a GPS- and WiFi-enabled iPaq PocketPC in search for players of the opposite team that you can ‘tag’. You can also get tagged yourself if one of them gets close to you. Then you need to find a friend to free you. Urban space becomes a playground and everyone is a suspect.

Where: The Open University Campus in Milton Keynes and Bristol Centre (St. Augustine’s Parade
Why:The CitiTag game is being developed to explore social experiences and emergent behaviours in public spaces through playful interaction, based on the awareness of other players’ presence. The project is motivated by the hypothesis that very simple game rules based on presence states (e.g. I am Green and ‘tagged’) can result in an enjoyable social experience, stimulated by real world interaction among players. The aim of our studies is to identify the design implications for future technology mediated social experiences and how such experiments can inform the experience design process.

The project involves the collaboration between HP Labs and the Open University’sKnowledge Media Institute (KMi). KMi’s Centre for New Media is developing the client software and multi-user server. The user trials will provide data for Yanna Vogiazou’s (OU) and Bas Raijmaker’s (RCA) PhD work.


Wednesday, September 16, 2009

Hybrid Reality and Location-Based Gaming: Redefining Mobility and Game Spaces in Urban Environments

Adriana de Souza e Silva

North Carolina State University, USA, souzaesilva@ncsu.edu

Hybrid reality games and location-based mobile games use urban spaces as the game scenario and are played with the aid of mobile technologies equipped with location awareness and Internet connection. This article conceptualizes hybrid reality and location-based mobile games within the area of game studies via their three main characteristics: mobility, sociability, and spatiality. In addition, the article proposes a theoretical framework for studying these games focusing on the possible implications of transforming urban spaces in playful environments. Last, one location-based mobile game, BOTFIGHTERS, and one hybrid reality game, CAN YOU SEE ME NOW? are used as examples of how these games (a) create a new logic of game space, (b) transform the relationship between serious life and playful spaces, and (c) transform the perception of urban spaces and patterns of mobility through the city.

Key Words: hybrid reality games • location awareness • location-based mobile games • mobile technologies • mobility • urban spaces 
Paper is on acm

Tuesday, September 15, 2009

The Center for Locative Media



What happens when people experience narratives and media in place? What happens when media is contextualized with location? When history, personal narrative, and place are interwoven?

The Center for Locative Media works with different cultural and educational communities to enable the creation, delivery, and distribution of narrative histories of people and places using emerging and locative technologies.
To date, the Locative Media space has primarily been inhabited by artists. But as educators and amateur neo-geographers, we found a rich vein of place-based pedagogy to tap into. Here story was already married to place. As technologists we watched the tools become available to not only tag content to place, but to experience it in that place.
Locative Media, like its technology, is emerging; but as with all community engagement, it has its roots in the the importance of story, the value of place, and the use of technologies old and new.

Geospatial info-mobility service by real-time data-integration and generalisation

Objectives

The objective of the project is to develop methods for delivering geospatial data to a mobile user by means of real-time data-integration and generalisation. The project aims to a seamless data service infrastructure providing access, through a common interface, to topographic geo-databases maintained by the national mapping agencies. The sub-objectives comprise of developing methods for real-time generalisation, integration of national primary geo-databases by means of thematic harmonisation, and real-time transformation of the data to a common EUREF-based co-ordinate system for seamless geometric representation. Emerging standards, like XML, are used for transferring vector-formatted spatial data in the Web. A study on small-display cartography, and an analysis on the requirements of the mobile use of geospatial data are carried out. The approach is tested using a prototype system in a multinational context.

Monday, September 14, 2009

Nokia Morph Concept

I really like this concept, and video demonstration

Sunday, May 17, 2009

Trace: Mapping The Emerging Urban Landscape

by Alison Sant
917 Bryant Street
San Francisco CA, 94103
U.S.A.
Tel: +415 865 9500
Fax: +415 865 9502
info [@] tracemap [dot] net / ali [@] alisant [dot] net

http://www.alisant.net
http://www.tracemap.net

KEYWORDS
wireless networks, locative media, mapping, mobile devices, public art, Hertzian space, WiFi

ABSTRACT
Digital networks and wireless technologies are radically reforming the contemporary notions of urban place. As network technologies move away from their hardwired roots, they are activating an urban dynamic that is no longer based on referencing static landmarks, but on a notion of the city in which spatial references become events. These developments imply a changing pattern of urban reference in which invisible boundaries of connectivity alternately thicken or marginalize the urban territories they overlay. *TRACE* is a collaborative project, by artist Alison Sant and programmer Ryan Shaw, that examines the layering of physical space with the on and off zones of the wireless network. The project seeks to blend the corporeal experience of the city with the invisible qualities of the network, creating a narrative mapping of the hybrid space between them. This mapping is one that challenges purely static notions of public space to promote a temporal logic of the city that reflects the fluctuating character of the wireless network.

Link

Locative Viscosity: Traces Of Social Histories In Public Space

by Lily Shirvanee
Department of Media Arts and Sciences
Massachusetts Institute of Technology
Department of Architecture, Cambridge University
Darwin College, Silver Street
Cambridge, CB3 9EU
United Kingdom
lilys [@] media [dot] mit [dot] edu

KEYWORDS
locative media, public space, 'underground public art', collective intelligence, viscosity, social networks, mobile artifacts.

ABSTRACT
This essay is an exploration into the social issues that emerge when mobile technologies that have become increasingly locative begin to exist in public spaces. A constant thread throughout this paper is the concept of °viscosity°, where physical deformations of a locative media can also lead to social deformations of a space. In this article, I describe the antecedents to locative media along with several recent locative media projects. I will assert that the social networks and collective attention created by location-based media are also an attempt to respond to, in Walter Benjamin's terms, a state of distraction and disconnectedness that is thought to exist in the contemporary urban life. This essay examines a thickness in space - linkages between people using external artefacts through which strangers and non-strangers alike may leave traces of themselves and communicate their desires, anxieties and histories in the shared places that they inhabit.

Full paper link

Friday, April 24, 2009

Location-based health information services: a new paradigm in personalised information delivery

Abstract
Brute health information delivery to various devices can be easily achieved these days, making health information instantly available whenever it is needed and nearly anywhere. However, brute health information delivery risks overloading users with unnecessary information that does not answer their actual needs, and might even act as noise, masking any other useful and relevant information delivered with it. Users' profiles and needs are definitely affected by where they are, and this should be taken into consideration when personalising and delivering information to users in different locations. The main goal of location-based health information services is to allow better presentation of the distribution of health and healthcare needs and Internet resources answering them across a geographical area, with the aim to provide users with better support for informed decision-making. Personalised information delivery requires the acquisition of high quality metadata about not only information resources, but also information service users, their geographical location and their devices. Throughout this review, experience from a related online health information service, HealthCyberMap http://healthcybermap.semanticweb.org/, is referred to as a model that can be easily adapted to other similar services. HealthCyberMap is a Web-based directory service of medical/health Internet resources exploring new means to organise and present these resources based on consumer and provider locations, as well as the geographical coverage or scope of indexed resources. The paper also provides a concise review of location-based services, technologies for detecting user location (including IP geolocation), and their potential applications in health and healthcare.

Monday, April 6, 2009

Wikitude for Google's Android phones


WIKITUDE - AR TRAVEL GUIDE

"TELLS YOU WHAT YOU SEE!"

Wikitude is a mobile travel guide for the Android platform based on location-based Wikipedia and Qype content. It is a handy application for planning a trip or to find out about landmarks in your surroundings; 350,000 world-wide points of interest may be searched by GPS or by address and displayed in a list view, map view or cam view.

Friday, March 13, 2009

Affective Diary


Affective Diary is a project conducted at the Interaction Lab at SICS in cooperation with Microsoft Research. Participants in the project are: Kristina Höök, Martin Svensson, Anna Ståhl, Petra Sundström and Jarmo Laaksolathi, SICS, Marco Combetto, Alex Taylor and Richard Harper, Microsoft Research.

A diary provides a useful means to express inner thoughts and record experiences of past events. In re-readings, it also provides a resource for reflection, allowing us to re-experience, brood over or even shed the thoughts and feelings we've associated with events or people. To expand on the ways in which we creatively engage in diary-keeping, we have designed an affective diary that captures some of the physical, bodily aspects of experiences and emotions—what we refer to as 「affective body memorabilia」. The affective diary assembles sensor data, captured from the user and uploaded via their mobile phone, to form an ambiguous, abstract colourful body shape. With a range of other materials from the mobile phone, such as text and MMS messages, photographs, etc., these shapes are made available to the user. Combining these materials, the diary is designed to invite reflection and to allow the user to piece together their own stories.


project website

Tuesday, March 10, 2009

Waag Society's Locative Media workshop @ Sarai, Delhi, India