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


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Locative Media

Lalya Gaye Ubiquitous Computing course IT-University in Göteborg 31 November 2007 Aims and scope

  • Overview of the field
  • Technology overview
  • Discussion of design and prototyping approaches
  • Design issues: focus on sustainability in locative media

Introduction

Locative Media Lecture

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?

Ubiquitous Computing

Recap

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  • 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.”

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.

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

Ubiquitous Computing

Recap

  • Designing ubicomp systems:

Focus on the interaction between user & technology (as

  • pposed 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?

Ubiquitous Computing

Recap

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  • 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)

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

  • ther
  • > Mapping the digital world to the physical one
  • > User interface: tangible and embedded in the real world

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)

Ubiquitous Computing

Recap

Types of systems: – “walk-up-pop-up” – wearables – ambient displays – intelligent work environments – augmented, interconnected everyday

  • bjects

– etc

Ubiquitous Computing

Recap

Media cup, TecO

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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

Ubiquitous Computing

Technologies

* Embedded sensor networks

  • Sensors:
  • in everyday environments
  • on people
  • on artefacts
  • Sensor fusion: combining different data and placements

to gather context

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].

Ubiquitous Computing

Technologies

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* 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].

Ubiquitous Computing

Technologies

* Context-aware computing

Gellersen et al.

Ubiquitous Computing

Technologies

* Context-aware computing

Gellersen et al.

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

Ubiquitous Computing

Technologies

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* 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

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

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)

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)

Ubiquitous Computing

Technologies

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* Platforms: – Smart-Its – Smart Dust – Pin & Play – Tiny OS – etc

Ubiquitous Computing

Technologies

  • Smart-Its:

– sensors: sound, light, acceleration (2d), pressure – core board: context-recognition, communication interface (RF)

Ubiquitous Computing

Technologies

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?

Locative Media

Background

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Urban aesthetic practices

  • Mobility as creative act
  • Creative use of public space
  • Walking:

– aboriginal walkabouts – situationist dérive, psycho-geography

Locatived 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

Locative Media

Background

Themes and Projects

  • 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

Locative Media Projects

Themes

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9 Locative Media Projects

Pervasive Gaming

  • The world as game-board
  • Botfighters and Pirates!
  • Backseat Gaming (video)
  • Can You See Me Now? (video)
  • iPerG
  • ...

Locative Media Projects

Pervasive Gaming

Can You See Me Know? Blast Theory + Equator

  • Media with a specific position in space
  • User-authored social cues
  • Virtual:

Geonotes (video) Urban Tapestries (animations)

  • Physical:

Yellow Arrow (video) Grafedia

Locative Media Projects

Space Annotation

Grafedia, grafedia.net Yellow Arrow, Count Media

  • GPS-drawing
  • Non-linear narratives:

Hundekopf (video)

Locative Media Projects

GPS & Positioning

Hundekopf, knifeandfork

  • Tracking and mapping paths
  • Biomapping (video), Drift, Net_Derive (video)...

Locative Media Projects

GPS & Positioning

Biomapping, Christian Nold Drift, Teri Rueb

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  • Audio space annotation
  • Mobile music sharing/listening:
  • distributed
  • ad hoc
  • sound walks
  • Mobile music making:
  • situated
  • collaborative
  • Wearable audio

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. 2004-06)

Tejp / Audio tags

(PLAY & FAL, 2003-04)

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)

Locative Media Projects

Mobile Music and Locative Audio

  • Audio space annotation

[Murmur] (murmur.ca)

Locative Media Projects

Mobile Music and Locative Audio

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  • Sound walks
  • Electric walks (Christina Kubisch)
  • Drift (Rueb)
  • 34n118w (Knowlton, Spellman, 2005)
  • Craving (Garnicnig, Haider, 2007)
  • Seven Mile Boots (Beloff et al., 2003-04)
  • The Case at Kulturhuset

(Knifeandfork, 2004)

  • Riot! (Mobile Bristol, Hewlett Packard)

Locative Media Projects

Mobile Music and Locative Audio

  • Distributed and located music

Location 33 (Carter & Liu, USC, 2005)

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)

Locative Media Projects

Mobile Music and Locative Audio

  • Mobile music sharing

Bass Station

(Mark Argo & Ahmi Wolf, 2003)

Push!Music

(Håkansson et al., 2005)

Locative Media Projects

Mobile Music and Locative Audio

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  • Situated music making

Sonic City (video)

(Gaye et al., FAL & PLAY, 2002-04)

Sound Lens

(Toshio Iwai, Tokyo Univ.)

Solarcoustics: CONNECT

(Barnard, ITP/NYU, 2005)

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, 2005-06)

Skatesonic (video) (van Toder, 2006)

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)

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)

Locative Media Projects

Mobile Music and Locative Audio

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  • Wearable audio

Nomadic Radio (Shawney, MIT Medialab, 1998) Sonic Fabric (Alice Santaro, 2002)

Locative Media Projects

Mobile Music and Locative Audio

  • Wearable audio

”Personal instruments”

(Krzysztof Wodiczko, 1969) (Chelle Hugues, RCA/CRD, 2000)

Locative Media Projects

Mobile Music and Locative Audio

  • Wearable audio

Robotcowboy (Wilcox, 2007) Hearing Sirens (Cathy van Eck, 2007)

Locative Media Projects

Mobile Music and Locative Audio

  • Output: Headphones vs boombox vs using everyday
  • bjects

SoundbugTM speakers & piezos Flower Speakers (LET’S corporation, Japan, 2004)

Locative Media Projects

Mobile Music and Locative Audio

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Bit Radio

(Bureau of Inverse Technology)

7/11 (video)

(New Beginnings, Göteborg)

Key Chain Radio Station

(Rikako Sakai, Ivrea, 2004)

Locative Media Projects

Radio Pirates

Hummingbirds Jabberwocky (video) MobiTip

Locative Media Projects

Social Spaces

Charateristics, Challenges and Design Opportunities

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

Characteristics of Locative Media

Interaction Properties

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Interactions happening anywhere, on the move

  • becoming embedded in the physical and social context
  • f 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

Characteristics of Locative Media

Interaction Properties

  • 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

Characteristics of Locative Media

Technical Opportunities & Challenges

  • 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?

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?

Characteristics of Locative Media

Design Issues

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  • 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

Characteristics of Locative Media

Design Issues

Enabling technologies

Available to General Public

  • Mobile peer-to-peer
  • Tracking, positioning and placement
  • Sensing and data-processing
  • Content creation and manipulation

Enabling Technologies

Available to the General Public

* Server-Client * Mobile peer-to-peer: – Bluetooth – WiFi – Infrared

Enabling Technologies

Available to the General Public

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* 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: 1 -10 - 100 m)
  • Use: BluetunA, bluejacking, Nokia’s Digidress

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

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

Enabling Technologies

Mobile Peer-to-Peer

* Platform: Opentrek

  • http://www.develant.com/opentrek.php
  • Peer-to-peer networking platform specifically designed

for Wireless Ad Hoc Networks

  • Cross-platform!
  • Ad hoc networking -> collaborate

Enabling Technologies

Mobile Peer-to-Peer

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* Tracking, positioning and placement – Phone cells – WiFi hotspots – GPS – Virtual media – Physical markers: 2D barcodes, RFID, user ID to phone

Enabling Technologies

Available to the General Public

* 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

http://www.geotracing.com

Enabling Technologies

Tracking, Positioning and Placement

* Geotracing http://www.geotracing.com

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

Enabling Technologies

Tracking, Positioning and Placement

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* 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

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?

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 http://reader.kaywa.com/ +

generator: http://qrcode.kaywa.com/

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

Enabling Technologies

Tracking, Positioning and Placement

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* Sensing: – sensors – data processing: microcontrollers

Enabling Technologies

Available to the General Public

* Micro-controllers

  • Basic Stamp II, Basic X – 24 http://www.basicx.com

Tutorial: http://www.tigoe.net/pcomp/index.shtml

  • 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) – www.arduino.cc

Enabling Technologies

Sensor Data Processing

* Creating and manipulating content: – Mobile Processing – Python – J2ME – miniMIXA – PdA (Pd on PDAs, linux) – Keyworx

Enabling Technologies

Available to the General Public

* Mobile Processing

  • http://mobile.processing.org
  • 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

Enabling Technologies

Creating and Manipulating Content

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* MiniMIXA Commercial DJ software for mobile phones, PDAs http://www.youtube.com/watch?v=R6BSGy8mMsU * Keyworx Multimedia platform (base for GeoTracing f.ex.) http://www.keyworx.org/ * PDa (Puredata anywhere): Pd for Linux on PDAs http://gige.xdv.org/pda/

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...

  • http://www.python.org/
  • PyS60: http://www.forum.nokia.com/python and

http://www.mobilenin.com/pys60/menu.htm

  • Tutorial (Jürgen Scheible - Mobilenin)

Enabling Technologies

Creating and Manipulating Content

  • 3rd party software (Java, etc)
  • Hacking hardware: use camera, microphone, speakers,

audio out...

Enabling Technologies

Hacking mobile phones

Sustainable Design?

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  • 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!

Sustainable Locative Media?

Issues

  • 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?

Sustainable Locative Media?

Possible Approaches

* Hacking

  • Repurposing existing technology

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)

Sustainable Locative Media?

Design Inspirations

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* Body-generated energy?

  • steps, body-heat, etc
  • Humand-Powered Objects Workshop:

Bike4Tea, DynamoMouse...

Sustainable Locative Media?

Design Inspirations

* Ephemeral computing (Jernström)?

  • Deploying and packing up temporary and re-usable

ubicomp infrastructures

  • SiSSy (video)

Sustainable Locative Media?

Design Inspirations

Resources:

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