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Locative Media Lalya Gaye Ubiquitous Computing course

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1 Locative Media Lalya Gaye Ubiquitous Computing course
IT-University in Göteborg 31 November 2007

2 Introduction Locative Media Lecture Aims and scope
Overview of the field Technology overview Discussion of design and prototyping approaches Design issues: focus on sustainability in locative media

3 Introduction Lecture Content
Ubiquitous computing: recap Ubicomp technologies Locative Media: definition and origins Themes, projects and related design issues Characteristics, challenges and design opportunities Technologies available to the general public Sustainable Design?

4 Ubiquitous Computing Recap

5 Ubiquitous Computing Recap Mark Weiser’s vision (1991)
disappearing computer everyday world literally used as interface “The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it.”

6 Ubiquitous Computing Recap
The computer: calculator -> information system -> interactive -> pc -> mobile, integrated, networked Levels of interaction: electrical -> symbolic -> textual -> visual -> social, tangible Evolution of the user interface: from immersing the user in the computer’s world to computing increasingly adapting to the user’s world and skills. Ubicomp = opposite of virtual reality: embedded reality.

7 Ubiquitous Computing Recap Evolution of computer-human interaction:
more of the human’s everyday world and everyday skills in computing computers an increased part of our everyday life requiring less specialised knowledge to operate them relying increasingly on user’s everyday skills smaller computers from one computer for many user, to many computers

8 Ubiquitous Computing Recap Designing ubicomp systems:
Focus on the interaction between user & technology (as opposed to form and function), on what experience the user gets from it, on what added-value ubicomp brings to his/her life. Follow needs and requirements but also entice new behaviours?

9 Ubiquitous Computing Recap
Enhance people’s activities by making computing available at hand, when and where needed (including when the users are mobile) Computing naturally blending into everyday settings, vanishes into the background The physical and social world around us as digitally augmented and distributed interface Manipulating digital data = manipulating entities in the physical world Literally build on people’s everyday use of the physical and social world, in situation and in real time. Peripheral awareness Greenfield: “information processing dissolving into behaviour” IT + everyday life as design material (f. ex. I/O Brush)

10 Ubiquitous Computing Recap Implementing the ubicomp vision:
Many interconnected computers per person Mobile devices combined with computers embedded in the environment (e.g. post-hoc augmentation of everyday objects with sensors and networked communication) With awareness of physical & social context + each other -> Mapping the digital world to the physical one -> User interface: tangible and embedded in the real world

11 Ubiquitous Computing Recap Implementing the ubicomp vision:
Distributed interface: networking mobile devices and embedded computers (sensors, processors, etc) -> flexible and seamless integrated whole -> e.g. any display or input device can become one’s own (user mobility) Interaction in context and in real time (f.ex. tracking things and people -> relevant information and interaction opportunity to the right person at the right time)

12 Ubiquitous Computing Recap Types of systems: “walk-up-pop-up”
wearables ambient displays intelligent work environments augmented, interconnected everyday objects etc Media cup, TecO

13 Ubiquitous Computing Technologies

14 Ubiquitous Computing Technologies
Ubiquitous Computing (Weiser): computing interweaved in everyday life, “where the action is” (Dourish) context awareness embedded sensor networks global positioning wearable computing augmented & mixed-reality ad hoc and p2p user networks

15 Ubiquitous Computing Technologies * Embedded sensor networks Sensors:
- in everyday environments - on people - on artefacts Sensor fusion: combining different data and placements to gather context

16 Ubiquitous Computing Technologies * Context-aware computing
“computer-based devices [that] reach out into the real world through sensors” [Gellerson]. “A system is context-aware if it uses context to provide relevant information and/or services to the user, where relevancy depends on the user’s task.” [Dey & Abowd, 1999].

17 Ubiquitous Computing Technologies * Context-aware computing
Enables computing to run into the background and adapt to changes of context in order to present appropriate behaviour to specific situations. “presentation of information and services to a user” “automatic execution of a service” depending on context appropriateness or “tagging of context to information for later retrieval” [Dey].

18 Ubiquitous Computing Technologies * Context-aware computing
Gellersen et al.

19 Ubiquitous Computing Technologies * Context-aware computing
Gellersen et al.

20 Ubiquitous Computing Technologies * Tangible computing
Input, data, output and networking contained and accessed within the same tangible artefact Paper, cups, pens, umbrellas or specially designed artefacts Tangible objects as active entities that respond to the environment, to user manipulation and people’s activities in general Building on the users’ cognitive abilities

21 Ubiquitous Computing Technologies * Social computing
Incorporating understandings of the social world into interactive systems Social traces left by people on objects or places Mobile social networks between co-located acquaintances enhancing user awareness by providing them information about others and their activity

22 Ubiquitous Computing Technologies * Augmented reality
Superimposing a digital world upon the real one User experiences both as co-existing parts of the same reality User is able to interact with their combination in real time Interfaces: 3D computer graphics seen through transparent head-mounted displays or augmented glasses Spatialised audio cues heard through headphones

23 Ubiquitous Computing Technologies * Augmented reality
Mixed-reality: digital world not directly overlaid on the physical one but still presented as part of the same reality, f.ex. with both realities displayed on the screen of hand-held device)

24 Ubiquitous Computing Technologies * Wearable computing
Computing incorporated into clothing Make use of body-related information or interaction forms to control processes : - body movements - biometrics Embedded displays (e.g. glasses)

25 Ubiquitous Computing Technologies * Platforms: Smart-Its Smart Dust
Pin & Play Tiny OS etc

26 Ubiquitous Computing Technologies Smart-Its:
sensors: sound, light, acceleration (2d), pressure core board: context-recognition, communication interface (RF)

27 Locative Media: Background

28 Locative Media Background
Typical contexts of use for ubicomp: home, office work, cafeterias, grad-students research labs, etc Locative media = media with sense of place New media + urban aesthetic practices + community uses of public space + contextual art + mobile, ubiquitous and geographical technologies City, public spaces Ubiquitous computing in public space: Minority Report dystopia (video: 44:20) vs. current creative uses and appropriations of public space?

29 Locatived Media Background Urban aesthetic practices
Mobility as creative act Creative use of public space Walking: aboriginal walkabouts situationist dérive, psycho-geography

30 Locative Media Background Urban aesthetic practices
Mobility as creative act Creative use of public space Graffiti Reclaim the Streets Urban sports: skateboarding parkour (video) -> urban space as resource for aesthetic movements

31 Themes and Projects

32 Locative Media Projects
Themes Pervasive Gaming: the world as a game-board Space annotation: media with a specific position in space Location awareness & GPS-enabled locative media Mobile music & locative audio Radio pirates Social spaces etc

33 Locative Media Projects Locative Media Projects
Pervasive Gaming Locative Media Projects Pervasive Gaming The world as game-board Botfighters and Pirates! Backseat Gaming (video) Can You See Me Now? (video) iPerG ... Can You See Me Know? Blast Theory + Equator

34 Locative Media Projects
Space Annotation Media with a specific position in space User-authored social cues Virtual: Geonotes (video) Urban Tapestries (animations) Physical: Yellow Arrow (video) Grafedia Grafedia, grafedia.net Yellow Arrow, Count Media

35 Locative Media Projects
GPS & Positioning Hundekopf, knifeandfork GPS-drawing Non-linear narratives: Hundekopf (video)

36 Locative Media Projects
GPS & Positioning Tracking and mapping paths Biomapping (video), Drift, Net_Derive (video)... Biomapping, Christian Nold Drift, Teri Rueb

37 Locative Media Projects
Mobile Music and Locative Audio Audio space annotation Mobile music sharing/listening: distributed ad hoc sound walks Mobile music making: situated collaborative Wearable audio User content!!!

38 Locative Media Projects
Mobile Music and Locative Audio Audio space annotation Hear&There (Rozier, MIT Medialab, 1999) Tacticle Sound Garden [TSG] (video) (Mark Shepard, Buffalo Univ ) Tejp / Audio tags (PLAY & FAL, ) Sound as public display, Peripheral awareness, Community re-appropriation of public space

39 Locative Media Projects
Mobile Music and Locative Audio Audio space annotation Audio Bombing (video) (Fleming et al., 2007) Sonic Graffiti (video) (C-Y Lee, 2007) Sound as public display, Peripheral awareness, Community re-appropriation of public space

40 Locative Media Projects
Mobile Music and Locative Audio Audio space annotation [Murmur] (murmur.ca) Sound as public display, Peripheral awareness, Community re-appropriation of public space

41 Locative Media Projects
Mobile Music and Locative Audio Sound walks Electric walks (Christina Kubisch) Drift (Rueb) 34n118w (Knowlton, Spellman, 2005) Craving (Garnicnig, Haider, 2007) Seven Mile Boots (Beloff et al., ) The Case at Kulturhuset (Knifeandfork, 2004) Riot! (Mobile Bristol, Hewlett Packard) mapping audio world to physical paths

42 Locative Media Projects
Mobile Music and Locative Audio Distributed and located music Location 33 (Carter & Liu, USC, 2005)

43 Locative Media Projects
Mobile Music and Locative Audio Mobile music sharing SoundPryer (Mattias Östergren, Interactive Institute, 2001) TunA (Arianna Bassoli et al., Medialab Europe, 2002) Social aspect of mobile computing: ad hoc networks, distributed social networks, etc -> spontaneous and situated music sharing with people in public space

44 Locative Media Projects
Mobile Music and Locative Audio Mobile music sharing Bass Station (Mark Argo & Ahmi Wolf, 2003) Push!Music (Håkansson et al., 2005)

45 Locative Media Projects
Mobile Music and Locative Audio Situated music making Sonic City (video) (Gaye et al., FAL & PLAY, ) Sound Lens (Toshio Iwai, Tokyo Univ.) Solarcoustics: CONNECT (Barnard, ITP/NYU, 2005) Sensor technology + GPS -> situated music making Interacting with the environment, mobile soundscapes

46 Locative Media Projects
Mobile Music and Locative Audio Situated music making Sound Mapping (video) (Mott et al., Reverberant, 1997) Sonic Interface (Akitsugu Maebayashi, 1999) Warbike (McCallum, ) Skatesonic (video) (van Toder, 2006)

47 Locative Media Projects
Mobile Music and Locative Audio Collaborative mobile music making ImprovE (video) (Wideberg & Hasan, 2006) CosTune (Nishimoto et al., ATR, 2001) Malleable Mobile Music (Atau Tanaka, Sony CSL, 2004) Ad hoc & distributed networks throughout the city -> collaborative music making

48 Locative Media Projects
Mobile Music and Locative Audio Collaborative mobile music making China Gates (Clay, Majoe, 2006) Sequencer404 (Hatcher, Jimison et al., 2006) Cellphonia (Bull et al, 2006) Ad hoc & distributed networks throughout the city -> collaborative music making

49 Locative Media Projects
Mobile Music and Locative Audio Wearable audio Nomadic Radio (Shawney, MIT Medialab, 1998) Sonic Fabric (Alice Santaro, 2002)

50 Locative Media Projects
Mobile Music and Locative Audio Wearable audio ”Personal instruments” (Krzysztof Wodiczko, 1969) (Chelle Hugues, RCA/CRD, 2000)

51 Locative Media Projects
Mobile Music and Locative Audio Wearable audio Robotcowboy (Wilcox, 2007) Hearing Sirens (Cathy van Eck, 2007)

52 Locative Media Projects
Mobile Music and Locative Audio Output: Headphones vs boombox vs using everyday objects SoundbugTM speakers & piezos Flower Speakers (LET’S corporation, Japan, 2004)

53 Locative Media Projects
Radio Pirates Bit Radio (Bureau of Inverse Technology) 7/11 (video) (New Beginnings, Göteborg) Key Chain Radio Station (Rikako Sakai, Ivrea, 2004)

54 Locative Media Projects
Social Spaces Hummingbirds Jabberwocky (video) MobiTip

55 Charateristics, Challenges and Design Opportunities

56 Characteristics of Locative Media
Interaction Properties Interactions happening anywhere, on the move : taking advantage of the mobile setting: playing with social and geographic dynamics implied by mobility -> outdoors everyday space, location and social context becoming resources for interaction as you move through space -> spontaneous & situated collaborations with people around or distributed across the city

57 Characteristics of Locative Media
Interaction Properties Interactions happening anywhere, on the move becoming embedded in the physical and social context of everyday life -> people managing interaction in heterogeneous context -> and in simultaneity with other activities (crossing a street... waiting for the bus...) tunA, Bassoli et al, Medialab Europe, 2002

58 Characteristics of Locative Media
Technical Opportunities & Challenges Usage extended over time and space Ergonomics Same application, many devices Same application, many places Access variability Ad-hoc meetings, windows of opportunity Shifting social roles and contexts Shifting physical context Heterogeneous environment Scales of interaction Merging digital and physical realms

59 Characteristics of Locative Media
Design Issues User-authored content spread across public space: raises questions about property of information privacy & surveillance (loca) spamming? Augmenting environments and supporting activities with embedded computation: what if it changes what makes things what they are? If ubicomp spreads into public space, according to whose will? Top-down corporations, government vs bottom-up citizens, communities? Conflicts of interests?

60 Characteristics of Locative Media
Design Issues User control (Greenfield): How do you know you are interacting with a computer if invisible? How do you protect your privacy? avoid false commands? How do you know where to look for interaction? How to query/notify presence, access, place, manipulate media? How is the place? Who is there? What activities are going on there? How mobile is/are the user(s)? What meaning do the place, activities, and things around have and for whom?

61 Characteristics of Locative Media
Design Issues Pro-active and calm computing vs engaging Ubicomp vs pervasive computing: at hand when needed vs always on everywhere Connect physical and virtual world: technical and HCI issue but also sociological, aesthetic, even political and environmental. F.ex. Yellow Arrow vs Geonotes: physical vs virtual markers Graffiti style interaction vs screen-based

62 Enabling technologies Available to General Public

63 Enabling Technologies
Available to the General Public Mobile peer-to-peer Tracking, positioning and placement Sensing and data-processing Content creation and manipulation

64 Enabling Technologies
Available to the General Public * Server-Client * Mobile peer-to-peer: Bluetooth WiFi Infrared

65 Enabling Technologies
Mobile Peer-to-Peer * Bluetooth Standard communication protocol for wireless personal area network (PANs) Connect and exchange information (commands, files) between devices Microwave radio frequency -> non-directional Short range (power-class-dependent: m) Use: BluetunA, bluejacking, Nokia’s Digidress

66 Enabling Technologies
Mobile Peer-to-Peer * WiFi Wireless local area network Radio, non-directional Internet and VoIP phone access, network connectivity for for consumer electronics, etc Connect to local access points Server-client vs ad hoc networks

67 Enabling Technologies
Mobile Peer-to-Peer * Phones vs Wifi-enabled PDAs Connectivity: closed/open network vs operators Cost Range Distributed vs ad hoc vs server-client Compatibility Programmability: SDK, OS Memory, speed

68 Enabling Technologies
Mobile Peer-to-Peer * Platform: Opentrek Peer-to-peer networking platform specifically designed for Wireless Ad Hoc Networks Cross-platform! Ad hoc networking -> collaborate

69 Enabling Technologies
Available to the General Public * Tracking, positioning and placement Phone cells WiFi hotspots GPS Virtual media Physical markers: 2D barcodes, RFID, user ID to phone

70 Enabling Technologies
Tracking, Positioning and Placement * Global Positioning System (GPS) 30 geo-stationary satellites -> location, speed, direction, path Shadows, accuracy Use: CYSMN?, GPS drawing, Drift GPS-enabled phones, PDAs Platform: Geotracing

71 Enabling Technologies
Tracking, Positioning and Placement * Geotracing

72 Enabling Technologies
Tracking, Positioning and Placement * Placing media: socialight.net In-place and remote annotation with smart-phone /PDA social network community sound, text, images, video google maps + GPS

73 Enabling Technologies
Tracking, Positioning and Placement * RFID Radio-frequency identification Storing and remotely retrieving data Storage & processing + antenna Physical markers Tagging objects Range: 5-20cm Passive (powered by inductivity when used) vs active RFID

74 Enabling Technologies
Tracking, Positioning and Placement * RFID Uses: Passports ransport payments Product tracking Automotive Animal identification RFID in inventory systems Human implants RFID in libraries Controversy: privacy issues. Shielding?

75 Enabling Technologies
Tracking, Positioning and Placement * 2D barcodes QR (Quick Response) code, Datamatrix code, etc Physical markers Can store between one and 500 characters Tag objects, places Scan with cameraphones -> hyperlink (physical mobile interaction) How to: Kaywa reader + generator:

76 Enabling Technologies
Tracking, Positioning and Placement * Unique ID to phone Physical markers with unique IDs Tag objects, places Send number to server -> store & retrieve media Arrows available, but not ID generator

77 Enabling Technologies
Available to the General Public * Sensing: sensors data processing: microcontrollers

78 Enabling Technologies
Sensor Data Processing * Micro-controllers Basic Stamp II, Basic X – 24 Tutorial: Arduino open source hardware physical computing I/O platform cheap (20 Euro) easy (Processing) assemble yourself stand-alone or connect to computer (MAX/MSP, etc)

79 Enabling Technologies
Available to the General Public * Creating and manipulating content: Mobile Processing Python J2ME miniMIXA PdA (Pd on PDAs, linux) Keyworx

80 Enabling Technologies
Creating and Manipulating Content * Mobile Processing Open source programming environment for design and prototyping software for mobile phones. Similar to Processing environment. Runs on Java powered mobile devices. Bluetooth -> communication Control example: attach light sensor on screen so sending info from phone to laptop

81 Enabling Technologies
Creating and Manipulating Content * MiniMIXA Commercial DJ software for mobile phones, PDAs * Keyworx Multimedia platform (base for GeoTracing f.ex.) * PDa (Puredata anywhere): Pd for Linux on PDAs

82 Enabling Technologies
Creating and Manipulating Content * Python PyS60 Interactive object-oriented language Nokia S60 phones and more Record, playback, play MIDI notes, control MAX/MSP patches... PyS60: and Tutorial (Jürgen Scheible - Mobilenin)

83 Enabling Technologies
Hacking mobile phones 3rd party software (Java, etc) Hacking hardware: use camera, microphone, speakers, audio out...

84 Sustainable Design?

85 Sustainable Locative Media?
Issues Problem in particular with Ubicomp: technology spread everywhere Production, use, reuse, disposal Use of energy + where to get it from? Computers get smaller but not batteries Issues with spreading technology into the wild: not as controlled environment as homes or offices Littering: what happens to the embedded technology after use or break-down? who is responsible/accountable ? Physical & virtual littering? Peak oil!

86 Sustainable Locative Media?
Possible Approaches Recycling? Use of existing material and sources of energy? Biodegradable material, f. ex. paper markers? The simpler the better? Wearability? When should power be on? How should the system know when it should be on/off?

87 Sustainable Locative Media?
Design Inspirations * Hacking Repurposing existing technology

88 Sustainable Locative Media?
Design Inspirations * Parasating? Re-using existing features and properties of space and sources of energy in the environment: power, airflow, conductivity, etc. paraSITE Glitch (Tejp)

89 Sustainable Locative Media?
Design Inspirations * Body-generated energy? steps, body-heat, etc Humand-Powered Objects Workshop: Bike4Tea, DynamoMouse...

90 Sustainable Locative Media?
Design Inspirations * Ephemeral computing (Jernström)? Deploying and packing up temporary and re-usable ubicomp infrastructures SiSSy (video)

91 Resources: http://www.cs.chalmers.se/idc/ituniv/kurser/07/uc/locmedia/


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