The Flock: a musical interactive sound sculpture

the Flock is an impressing project by Ken Rinaldo:

The Flock is a group of musical interactive sound sculptures which exhibit behaviors analogous to the flocking found in natural groups such as birds, schooling fish or flying bats. (...) Our Flock consists of three 9 1/2 foot long jointed robotic arms, constructed from grapevines, which hang from the ceiling and interact with viewers, participants and each other. Each dangling arm has an array of three infrared sensors, projecting out from the top of the arm, which function as active eyes and permit the sculptures to avoid participants walking around the installation. Another infrared eye at the tip of each arm functions to allow the sculptures to approach and simultaneously react to participants presence. Each arm also has an array of four microphones which function as ears allowing the sculpture to move toward participants. The microphones are placed so relative volume levels of viewer/participants voices can be monitored.

Why do I blog this? I like the integration between electronic and organic elements; also the relation between the viewers and the art piece is interesting too.

"You're The Man Now, Dog!"

Among the curious trend on the web lately, I am quite fascinated by YTMND:

YTMND, an acronym for "You're The Man Now, Dog!", is a website community that centers on the creation of YTMNDs, which are pages featuring a juxtaposition of a single image, optionally animated and/or tiled, along with large zooming text and a looping sound file. Most of these images are created or edited by users. Most YTMNDs are meant to expose or reflect the more inane facets of pop culture. Wikipedia definition)

Why do I blog this? I am always intrigued by some of the web trend regarding weird content reshaped by users. What is very powerful here is the level of private joke/common references those folks have.

My favorite is this one and of course the mac gyver one.

R&D best practices

Even though the title of the article sounds a bit weird, there are some interesting issues there: Best-kept secrets of the world's best companies. Especially the "best practices" in R&D, I found those two interesting:

  • IDEO: the "tech box," a freezer-size chest of drawers in each of its seven offices around the world. Inside each is the same library of up to 2,000 gadgets, materials, textiles, and artifacts that keep the creative gears of Ideo designers in constant motion. (...) "It's not a typical lending library," says Ideo designer Dennis Boyle, one of the company's principals and co-creator of the tech box along with Rickson Sun, Ideo's chief technologist. "People will pick out 20 items and bring them to a brainstorming session. We use the tech box to cross-pollinate every new project.
  • Corning: A few times a year, the company runs half-day brainstorm sessions at its New York headquarters to kick off the quest for innovations. First, managers from a special marketing group--a 15-person unit tasked with identifying $500 million-plus business opportunities--gather for several hours to listen to outside experts, from renewable-energy gurus to nanotech engineers.

    The group then breaks into teams of five, each assigned to drum up ideas related to the talk. After that, the most promising ideas are handed off to teams of two employees: one with a marketing background, the other with technical expertise.

Why do I blog this? I find interesting these ideas about enhancing the R&D process.

Loki: Location-Based Internet Search & Navigation

Ted Morgan from Skyhook Wireless pointed me: Loki is a beta version of a new toolbar the integrates location in web searches and allows users to share and tag locations:

Loki is the first application to combine the physical with the digital to make the Internet a truly personal and local experience. We let you harness the World Wide Web by automatically identifying your exact physical location and then making the web revolve around you.

With one click, instantly find the nearest jazz band, directions to the closest Thai restaurant, the cheapest gas prices in town... or even pinpoint your exact location on a map. You can even share that location with others

Why do I blog this? It's actually a good interface between the physical and the virtual world. I'd be interested in seeing patterns of usage of this tool (moving beyond buddy-finder issues), the advantage of the "search" feature is obvious but will there be ways to use the system in rich collaborative ways? That is around the topic of my PhD. The thing here is that you don't need gps/cell phone ID triangulation but WiFi hotspots.

What science does with sensors everywhere

This is actually the topic of this article (in Nature's last issue about 2020 - Future of Computing): Declan Butle (2006) 2020 computing: Everything, everywhere, Nature, 440, 402-405

In their current, mostly desktop, incarnation, computers used for science usually come into their own quite late in the process of inquiry. In the future, this set up could be reversed. (...) new computers would take the form of networks of sensors with data-processing and transmission facilities built in. Millions or billions of tiny computers — called 'motes', 'nodes' or 'pods' — would be embedded into the fabric of the real world. They would act in concert, sharing the data that each of them gathers so as to process them into meaningful digital representations of the world. Researchers could tap into these 'sensor webs' to ask new questions or test hypotheses. Even when the scientists were busy elsewhere, the webs would go on analysing events autonomously, modifying their behaviour to suit their changing experience of the world. (...) such widely distributed computing power will trigger a paradigm shift as great as that brought about by the development of experimental science itself. (...) But sensor webs currently have major limitations for people doing science in the field, says Deborah Estrin (...) Estrin says that sensor webs alone are often not sufficient for all monitoring needs, and that the cost of sensors prohibits researchers from obtaining the pod densities often needed for detailed field experiments. (...) Sensor webs will frequently be just single layers in a stack of data-collecting systems. These will extract information at different temporal and spatial scales, from satellite remote-sensing data down to in situ measurements.

Managing these stacks will require massive amounts of machine-to-machine communication, so a major challenge is to develop new standards and operating systems that will allow the various networks to understand each other

The article is actually good review of sensor-based scientific projects ranging from glacier surveillance to soil biodiversity.

Tamagotchi version 3

According to Wikipedia, here are the features of the new Tamagotchi:

Tamagotchi Connection Version 3 (Also known as Version 3, V3, Ver. 3, VR3, or Tama V3)

The third generation of the Tamagotchi Connection series was released at the end of January 2006. Like the Version 2, it borrows some features from the latest version of the Japanese toy, but greatly simplifies them. This means that the V3 does not go to school, get a career, or receive a salary. (...) Offers connection to Tamatown.com which, similar to the Japanese counterpart, generates codes which you can input into the toy and receive souvenirs, which are items that you can look at, but not much else. Passwords also give shop items and food, which cost Points. Other than the code from the Nintendo DS Game, the passwords unlocked on your pet or on TamaTown.com will not work on any other Tamagotchi.

6 new games:

  • Get, a game where one must collect falling music notes into a bag, and dodge the falling messes(read: Tamagotchi poop)and other bad things, in order to get a score of 100.
  • Bump, which is the same as the Connection Version 2 game, where your Tamagotchi becomes an almost sumo-like wrestler. However, point amounts are doubled from the Version 2.
  • Flag, a kind of "follow the leader" game, in which a flag appears on-screen, and one must press the corresponding button(s). However, there are imitation flags that will end the game if pressed. So be careful of them.
  • Heading, which is the same as the V2 version's heading, where the player must hit a falling ball back into the air. However, point amounts are doubled from the Version 2.
  • Memory, in which a sequence of arrows is played, and one must follow that sequence. You need a good memory for this game.
  • Sprint, which is essentially a button-mashing game where one must press any button continuously to help the Tamagotchi win.

From what I've read at Wal-Mart, the most interesting part is certainly the following:

The New Tamagotchi version 3 lets kids communicate with friends by using infrared capabilities. Each Tamagotchi stores up to 45 friends' characters in the Friend List (flash memory). You can visit friends, play games with them or alone and even give your friends gifts with the new Tamagotchi. Several generations of pets can be raised in each Tamagotchi 3 with the proper care and feeding. Enhanced play value in the new Tamagotchi 3 will be on-line compatibility and the introduction of the "The World of Tamagotchi Town" at www.tamatown.com.

  We're still waiting for "USB Tamagotchi" or tamagotchi blogging feature (as the AIBO does). And the fan connection is not a really achieved social software yet. Fortunately, there were previous versions equipped with a function allowing the toy to receive signals from cell phones.

What's like being a 'visionary in residence'

In the last issue of Metropolis, there is an interesting article by Bruce Sterling about his 2005 experience as a 'visionary in residence' (at the Art Center College of Design, in Pasadena, California). Some excerpts:

Let me tell you what I learned as a visionary in art school. First: if people call you a visionary, you become one immediately. It's like becoming a pope. (...) My duties were light: they consisted mostly of high-velocity preaching (...) I had the run of the place, and a hell of a lot goes on there: it's like watching oatmeal boil. I now know what computer fabricators do. I can build mobiles out of wire. I can draw, or at least I know how it's done. (...) Before joining Art Center I had no idea how normal people got transformed into designers (...) Demo or die. Practice is the crucial difference between people who can talk (like myself) and people who can design (like my best students). (...) At design school I escaped a mental box. In my earlier self-definition I was a writer with speculative tendencies; I never created big goofy art installations. It turns out I can do that. It's possible. I just never knuckled down and tried it.

And what's interesting is the balance between "vision" and "action":

Design, as Charles Eames said, is a method of action. It's not a method of "vision." (...) When I used to write about design instead of teaching it, I found design exotic, attractive, and glamorous good copy. After teaching it, I changed (...) When I used to write about design instead of teaching it, I found design exotic, attractive, and glamorous good copy. After teaching it, I changed. Today I find design to be thoughtful and sensible, while the daily texture of my previous life seems muddleheaded to me now, sluggish, vaguely trashy, vulgar even. Why was I like that back then? Why did I make such half-assed decisions about my tools, my possessions, and my material surroundings? Why was I so impassive, such a lazy, inveterate slob? I wasn't any happier for that. Why did I allow myself to do little or nothing about the gross inadequacies of my personal environment? Why didn't I take action? Why didn't I do something pragmatic, observe the results, and improve that? Why did I rhetorically hand wave, blither my sophistries, and excuse so much? Why didn't I just...take the elevator to the street?

Bubble: new DVD game console

The Bubble is an interesting gaming platform produced by Bright Things PLC (ex-Eidos). It's a DVD games console that you connect wirelessly to your DVD player to allow kids to interact with characters from their favourite TV shows (actually it's a game controller). The website worldofbubble gives more detail about it.

Bubble is a DVD games console that allows pre-school children to interact with their favourite TV shows and characters in a unique, fun and educational way. This website is designed to provide more information about Bubble, plus some equally fun and educational links, information and activities that parents can share with their kids.

Bubble can also be used away from the TV. Each game has an Away Play feature for use anywhere you'd care to carry our light, battery-operated console.

The Bubble DVD games console works via an infra-red connection to your DVD player. There's no wires, and no worries!

A simple press of the coloured, flashing buttons or the interactive activity book controls the real characters on-screen.

Why do I blog this? just watching what's happening in the gaming world for kids, lots of stuff going on there...

A frog with an implanted webserver

I think I saw this project on Regine's blog: Experiments in Galvanism: Frog with Implanted Webserver by Garnet Hertz:

Experiments in Galvanism is the culmination of studio and gallery experiments in which a miniature computer is implanted into the dead body of a frog specimen. Akin to Damien Hirst's bodies in formaldehyde, the frog is suspended in clear liquid contained in a glass cube, with a blue ethernet cable leading into its splayed abdomen. The computer stores a website that enables users to trigger physical movement in the corpse: the resulting movement can be seen in gallery, and through a live streaming webcamera. Risa Horowitz (2003)

Why do I blog this? an intriguing biotech concept connected to the the origins of electricity, which is here transcripted in the world of internet connectivity? Does a dead frog can be used as proxy to reach BoingBoing from countries that do not allow their citizens to access it?

msdm: mobile strategies of display and mediation.

msdm:

a research-practice dedicated to mobile strategies of display and mediation. msdm projects explore media in context, including electronic tagging, locative media, games, bots, radio fm, para-architecture and urban screens, with an attention to collaborative experiments in free culture, and open source"

Their flickr account is full of weird pictures that concern the Internet of Things:

And this is almost a thinglink

Why do I blog this? I like this idea of having "mobile strategies of display and mediation", this is intriguing; but I found pertinent the mediation concept; in a world of interconnected things, some mediation occur, but to do what?

More about their work can be found at turbulence.

The uniqueness capabilities of pervasive devices

In the paper I blogged about earlier, Interweaving Mobile Games with Everyday Life, there was this very interesting quote:

Players also became aware of some technical features that we were only vaguely aware of ourselves. In one case, a player became aware—and angry about—the fact that his PDA’s 802.11 antenna had a significantly lower sensitivity than his team–mates’, even though they were using the same model of PDA.

It makes me think that nowadays, current technologies are unique, and 2 PDAs do not have the same sensitivity... How this would be reflected in the design of applications? Especially when talking about sensor-based services that may detect anything (network, proximity of others, temperatures...)? Of course, users do not like this situation but they will have to deal with it. More chaos and uncertainty in the Internet of Things, things will be unique and unequals...

Turning all of Philadelphia's vacant and abandoned lots into urban farms

Via inhabitat:

Farmadeliphication (fahr'muh'deli'fi'kay'shun), n. 1. The process of turning all of Philadelphia's vacant and abandoned lots into urban farms: The 'Farmadeliphication' of once decrepit buildings into farm structures advances fresh ways of seeing old structures as well as allowing for an organic transformation of history that contributes to the present day fabric. 2. What might happen if the Front Studio team's entry to the Urban Voids competition moves beyond the conceptual stage.

Why do I blog this? I find this phenomenon interesting. It's quite a different approach than MVRDV pig city (which consisted in raising pigs in huge skyscrapers) or Tokyo's underground farm.

Pervasive gaming and everyday life

Interweaving Mobile Games with Everyday Life by Marek Bell, Matthew Chalmers, Louise Barkhuus, Malcolm Hall, Scott Sherwood, Paul Tennent, Barry Brown, Duncan Rowland, Steve Benford, Mauricio Capra, Alistair Hampshire. To appear in Proc. ACM CHI 2006, Montreal, 2006. An interesting evaluation of a location-based game, that has some good perspective related to higher-level concepts of pervasive gaming. I am less interested in the part about seamful design (less my area) than how a pervasive experience can be designed to interweave with patterns of everyday life. The authors adopted an ethnographic approach: interviews with each player, video clips of gameplay, a game diary that each player kept him/herself, and from system logs. Some excerpts:

relatively little has been reported about how location-based experiences actually vary with location or how a ubiquitous computing experience actually fits with other activities. This stands rather at odds with one ideal of ubiquitous computing, namely that it should be woven into the fabric of everyday life, to paraphrase Weiser’s Scientific American article. (...) In the main trial, four teams played in three different urban areas in the UK (...) A few players found that their initial enthusiasm for the game dropped as the week progressed, (...) To understand why, we focus on three key issues in detail: the fit of the game with patterns of everyday life, friendship and collaboration, and the impact of location. (...) we observed two general modes of play and several specific impacts on the patterns of everyday life. (...)The first mode was to change one’s patterns of everyday life by deliberately setting aside time for special, often relatively prolonged, game sessions, for example during the evening or weekends. (...) The second mode of play involved augmenting daily routines by interweaving the game with normal activities, most notably work and journeys, and consequently playing larger numbers of shorter turns (...) the game had some specific impacts on the patterns of their lives. The impact on work was a factor for many. Some gained an advantage by being able to play at work where WiFi was available, (...) Another notable feature was playing during journeys, especially to and from ‘town’ as part of the daily commute, to go shopping or to meet friends. (...) Several players also noted that playing the game in this way made them late for work, late getting home, or late for pre-arranged meetings depended on how much time the participants spent in the company of team–mates. (...) The game is most easily played walking around, but it was also played in cars, buses, trams and trains, and even when bicycling (...) Another major factor in weaving the game into everyday life concerned friendships and opportunities for collaboration. (...) However, one aspect of collaborative play that could be problematic was getting team-mates together in the first place. (...) Successfully interweaving the game with everyday life also involved managing interactions with non–players including family, partners, colleagues and strangers. (...) In a game like Feeding Yoshi, play happens differently in different locations. Location was a major factor, both in terms of the distribution of open and secure WiFi access points across each city, and also in terms of which places felt good to play in and which felt bad. (...) Players also learned to interpret urban environments in ways that would help them play the game, on the basis of their ongoing understanding of the game’s technical characteristics, players’ practices and the game’s wider context. Inherent in the design process was an interest in using the existing ubicomp infrastructure as a resource for design and use, in a seamful wayinterweaving of play with patterns of everyday life.

And a good snippet for Fabien's research:

Players also became aware of some technical features that we were only vaguely aware of ourselves. In one case, a player became aware—and angry about—the fact that his PDA’s 802.11 antenna had a significantly lower sensitivity than his team–mates’, even though they were using the same model of PDA.

Why do I blog this? even though it's not related to location-awareness (my research topic), the idea raised in this article are very interesting, with regards to the relation between game usage and real life considerations.

Old meme from 2001: All Your Base Are Belong To Us

According to Wikipedia, All Your Base Are Belong To Us:

"All your base are belong to us" (sometimes referred to as "All Your Base" and often abbreviated AYBABTU, AYBAB2U, or simply AYB) is a phrase that sparked an Internet phenomenon in 2001 and 2002. The text is taken from the opening found in the English version of the Japanese video game Zero Wing, the translation of which was terrible to the point of hilarity. The game was originally produced by Toaplan in 1989. Groups of game enthusiasts began digitally altering various images to include the phrase. Eventually, these images were collected together onto one site, Tribalwar, and a Flash animation produced from them, which was widely downloaded.

Another good meme is also the "Thank you Mario, but our princess is in another castle!"

Why do I blog this? even though it's 5 years old, the meme is still there, showing how the Internet's can spread specific messages (uncovered by the traditional mass media as said in the Wikipedia definition) and then "install" it in the network's memory.

3D printing + RFID

Sherpa Design (a mechanical engineering services company specializing in design and product development, through 3D printing) and RFTrax have worked out this odd concept:

Project/Experience: RFID security system for shipping containers enclosure design and development

Working closely with the client's RFID and IR Supply Chain security technology group Sherpa Design has developed a number of enclosure and bracket assemblies that can be adapted to a variety of different applications. The housings can mount to the inside of most shipping containers used throughout the world as well as crates, mail bins, and other types of containers. These RFID Tags had to be environmentally rugged for the extreme conditions they experience during international transit.

Drawing on our experience with plastics, security systems, and sheet metal we delivered functioning prototypes for the client to be first to market with this new RFID technology. From conceptual models and prototypes (plaster and FDM), to detailed mechanical design, mold construction, and assembled working units for field trials, we helped them get there.

Sherpa Design continues to provide complete molded part and bracket assemblies and assist with their ongoing design and development programs.

I actually don't get the whole meaning of this... almost an instantiation of a spime? This company do 3D modeling/prototyping but I don't really get what they designed here with RFID tags, might be a tracking system for containers but is the RFID included in the object?

Some thoughts about Mogi Mogi

At Ubicomp2005, there was a workshop about pervasive games (the website seems to be down). An interesting analysis of the pervasive game Mogi Mogi has been presented by Benjamin Joffe (from the french company Newt Games). The results of the field study are quite pertinent. From his presentation, I like two things. The first one is that as he says "Ubiquity does not necessarily mean “the same service on all devices”, which is so true, the richness of ubiquitous application might emerge from the complementarity between services (be it games or other applications).

The second one is that though the game was mobile and location-based, most of the game was played at home. Of course it refers to different part of the gameplay (trading and sending messages) but that's an important component.

Eccky: a virtual baby raised using IM

via: eccky, "a multi-player concept that allows two people to create a virtual baby, add it to their MSN buddy list, and guide it through its childhood and teens".

Eccky is the name of a game where two parents can make, name and raise a virtual child. An Eccky. Their Eccky will be added to their MSN Messenger contact list, just like a regular buddy. Parents can chat (also via SMS) with their Eccky, play games, feed, wash, shop, and everything else that comes with raising a child in real life. The game will end in 6 days when Eccky will celebrate its 18th birthday. After having gone through three life stages, baby, toddler and teen, Eccky will leave its parents home... All interaction is done either through the MSN Messenger chat interface, the MSN Messenger game window or by using a mobile phone.

The looks and character of an Eccky are based on the DNA profiles of the parents, derived from a DNA quiz at the beginning of the game. There are no two Eccky's the same and our 'artificial life' technology will make sure that Eccky's behavior will be dynamic and in some ways even unpredictable. Parents will face the challenge of raising their Eccky in the best way possible.

Why do I blog this? This is somehow related to the "blogemon scenario" we envisioned at the lift06 workshop about blogjects. But in this case, the interaction is less tangible, using IM instead of trading cards. I am not a crazy fan of raising virtual kids but the idea of using the IM as a way to create innovative game design is interesting.