Sharing in-game screenshots

Via AEIOU: Multitap is new video-game related webservice:

Multitap.net is a service that allows you to share your in-game screenshots with your friends. You can rate, discuss and categorise your screenshots as you see fit. Do something funny, interesting, bizarre or impressive in a game, and share a screenshot!

Multitap.net was designed to allow gamers to post screenshots of action during play, something we have done ourselves using forums and various image hosting services. (...) People are already starting to find out about it, and of course, suggestions are flying in on what features we should add…

Players upload their in-game pictures and comment on them. There are friends' lists.

Why do I blog this? I am wondering about the potential usage of such platform.

Nabaztag + Everyware

In his book "Everyware : The Dawning Age of Ubiquitous Computing", Adam Greenfield says that:

I've never actually met someone who owns one of the "ambient devices" supposed to represent the first wave of calm technology for the home. There seems to be little interest in the various "digital home" scenarios, even among the cohort of consumers who could afford such things and have been comparatively enthusiastic about high-end home theater. (p91)

The Nabaztag wifi rabbit created by french company Violet tries to go against this stance: nabaztag + everywareActually, and to be fair with Adam, what he is criticizing in his book is rather the very complicated technologies that were supposed to be "calm", "intelligent", "ambient" in the digital home of the future imagined few decades ago.

Why do I blog this? it's funny that I received my Nabaztag and Adam's book the same morning. I fully agree with lots of Everyware's claims, I'll post more about it when read.

What are "Futurists" responsibilities

(Via the dr fish mailing list), a "futurist" position is available at the NYT:

The New York Times Company is looking for a Futurist for its new Research & Development group.

The ideal candidate will be highly imaginative and well-informed about the social and technology trends affecting the creation, distribution and consumption of all forms of media now and in the future. We are looking for someone who has an innate curiosity and a passion for new ideas; someone with a facility for market research data and who can use that data to vividly paint a picture of how the world around us is evolving.

Responsibilities:

  • Spot trends in consumer behavior, in government regulation, and in marketplace conditions by continually mining available data sources and keeping abreast of influential thinkers and publications.

  • Project these trends into the future and suggest new directions for the Company's products and business development. Present these "crow's nest"/future trends briefings to senior management and other stakeholders.
  • Monitor the competitive landscape for The New York Times Company's portfolio of brands; help identify disruptive forces, threats and opportunities.
  • Participate in the brainstorming process with Creative Technologists on R&D team to help define new product prototypes for the company to test.
  • Provide context for the technology prototypes developed by R&D as these technologies are exposed to the business units.
  • Partner with the Business Catalyst on R&D team to identify early stage companies who are executing on new trends for potential partnerships and collaboration.
  • Help develop and execute an ongoing communications plan for R&D unit to share ideas within and throughout the Company.

Requirements:

  • Bachelor's degree preferred.
  • Experience with statistical and market research a must.
  • Media research experience recommended but not required.
  • Strong communication skills; ability to present to senior management and all levels of company.
  • Ability to write with clarity precision and imagination in order to vividly portray possible futures.

Why do I blog this? the description of the responsibilities/requirements are very pertinent and insightful; they show which kind of activities and skills might be valuable regarding forecasting and trend watching.

Red Associates

Red Associate seems to be an interesting company:

ReD Associates is one of Europe's leading innovation agencies working with sophisticated user insights, product development and innovation strategy. ReD Associates is focused on generating top line growth for our clients through relevant innovation. We do this by applying cutting edge social science methods to business development, design, innovation and R&D.

Our strength lies in our ability to convert advanced and complex user insights into tangible business results. For us user insight is not the answer in itself but the means to create new innovation opportunities, new offerings and organic growth. Successful innovation poses three main challenges for a company: 1. Gaining relevant insights 2. Transforming insights into the right concepts and products etc. 3. Implement the solutions as an integrated part of the company

Therefore we have divided ReD Associates into three professional domains specialized in meeting these three challenges (click the menu or headers to read more about each domain).

1. Explore: User research, contextual research, innovation analysis

2. Create: New Product Development, Ideation, Prototyping

3. Anchor: Implementing, Innovation strategy

Why do I blog this? I am interested in the connection between R&D and tangible impacts on practitioners, that's a problem I often encounter while doing research (for private client mostly, as a consultant). Besides, I am always wondering about how to conduct "independent research" (if there is such things as this concept, like 'freelance research).

WiGLE.net: a submission-based catalog of wireless networks

WIGLE:

WiGLE.net is a submission-based catalog of wireless networks. Submissions are not paired with actual people; rather name/password identities which people use to associate their data. It's basically a "gee isn't this neat" engine for learning about the spread of wireless computer usage.

WiGLE concerns itself entirely with 802.11b networks right now, since it's REALLY hard to deal with cellular networks, 802.11a is so hard to catch, and everything else is so small-share. 802.11b appears to be experiencing an explosive growth, and it's neat to see it cover cities. (...) Overall, WiGLE aims to show people about wireless in a more-technical capacity then your average static map or newspaper article.

Here is "The wireless world this morning (GMT-6:00)" as they say:

Why do I blog this? that's an intriguing community-based catalog of wireless networks.

Street Sudoku

Two days ago, I spotted a girl in Lausanne, Switzerland, solving a Sudoku on a street poster; It's actually an advertisement for a swiss game but some folks seem to like doing the Sudoku on much bigger dimensions than a newspaper format: real lift sudokuI spotted this picture in Geneva, it's the second street-sudoku that I saw solved.

How does the size of sudoku changes the way it's solved?

How does the fact that it is embedded in a broader context (being on a poster, in public space...) modifies the way the passers-by can be engaged in such an activity?

Do you play sudoku on walls?

What is funny is that few meters from this poster, one year ago, I also spotted this nice drawings on the ground, did by few kids (which made me think of a street tetris):

a real tetris?

A server on a mobile phone

After the server on a USB key, there is this project at Nokia of having a server running on a mobile phone (via). The motivation here is quite technology-driven:

For quite some time it has been possible to access the Internet using mobile phones, although the role of the phone has strictly been that of a client. Considering that the modern phones have processing power and memory on par with and even exceeding that of webservers when the web was young, there really is no reason anymore why webservers could not reside on mobile phones and why people could not create and maintain their own personal mobile websites.

But things gets more interesting when they talk about the implications:

As a mobile phone contains quite a lot of personal data it is straightforward to semi-automatically generate a personal home page. And contrary to websites in general, a website on a mobile phone always has its "administrator" nearby and he or she can even participate in the content generation. For instance, we have created a web-application that prompts the phone owner to take a picture, which subsequently is returned as a JPG. That is, on a personal device the website can be interactive.

Further, that a website becomes mobile implies that certain properties of websites that hitherto have been mostly meaningless now need to be taken into account. As long as a website resides on a stationary server the physical location of that server lacks meaning, because it will never change. With a mobile website it does change and it is meaningful as the content that is shared may depend upon the current location and context. For instance, if you browse to a mobile website and ask the "administrator" to take a picture, the image you get depends upon the location of the website. Current search engines that update their indexes rather rarely may need modifications to be able to cope with the dynamism introduced by mobile websites.

Implications

We believe that being able to run a globally accessible personal website on your mobile phone has the potential of changing the Internet landscape. If every mobile phone or even every smartphone initially, is equipped with a webserver then very quickly most websites will reside on mobile phones. That is bound to have some impact not only on how mobile phones are perceived but also on how the web evolves.

Why do I blog this? even though the motivation at first glance was very engineer-centric, there are some curious implications, especially when thinking of the internet of things/blogject mumbling.

Arm-worn device for service technicians

the abb mobile service technician is a project led Daniel fallman.

Based on the findings of an ethnographic study at two vehicle manufacturing companies, we have designed and implemented computer support system for service technicians. The system is arm-worn as opposed to traditionally handheld. It allows the user to interact with the physical environment by pointing as well as it lets the user one-hand navigation of the graphical user interface by tilt.

The research goals of this project are to explore novel interaction styles, pointing and tilting, for mobile human-computer interaction applied in a specific work environment.

More about it here (.pdf)

Why do I blog this? I am often intrigued by whether such arm-worn devices are really used and how. I tend to think that it's easier in specific contexts like manufacturing workers, for which there are normative behavior and procedures.

Novo Infotainment Table

Via joystiq, this interesting gaming table: the Novo Infotainment Table. The table is actually 32" LCD touch screen, a built in Shuttle PC or an Xbox or PS2, a rotating controller/keyboard panel, 60s spy-movie stlye. It's then a multi-purpose table: I don't really like the keyboard version (I hate those keyboards) but the one with the joystick is pretty cool: Why do I blog this? It's interesting to see that it's a way to repackage existing devices. This is the same phenomenon as the ambx system by philips: instead of focussing on a gaming device per se, some companies innovate by providing a service that embeds the console/pc in a larger context/experience.

In fact a cheaper version of this table is the following one, that Jan Chipchase showed last week:

Blogject front-end using the Xbox360 XML data feeds.

Trapper Markelz designed a nice exemplification of the blogject concept: he built a Blogject front-end using the Xbox360 XML data feeds. Here is how it looks like "I am a XBOX 360 and I can talk".

So what is all this talk about Blogjects? While at eTech I had an idea to build a Blogject front-end using the Xbox360 XML data feeds. Steve and I have been working on it a few weeks on and off and here is what we have so far. The next step is putting it into a linear blog format so that you can have an RSS feed for your Xbox and it will tell you each day what happened to it.

 Why do I blog this? it seems to expand on the concept of datablogging by leaving the game console uploading informations to the web in the form of a blog.

Cyborglog, Glog and Gargoyle log

Via: a new term has been coined (by werable computing researcher Steve Mann): Glog:

Early cyborg communities of the late 1970s and early 1980s were constructed to explore the creation of visual art within a computer mediated reality. Then with the advent of the World Wide Web in the 1990s, cyborg logs (glogs, short for cyborGLOGS) became shared spaces.

The main difference between weBLOGS and cyborGLOGS is that blogs often originate from a desktop computer, wheras glogs can originate while walking around, often without any conscious thought and effort, as stream-of-(de)consciousness glogging:

nym from inforgargoyle says that he prefers the notion of "gargoyle log" (remenber Neal Steaphenson's Snowcrash?, a gargoyle is a guy "capturing vast ammounts of information around him")

moblogging is of course part of this

datablogging surely is too

Interaction Analysis in a Pervasive Game

After a good research meeting today about my PhD agenda, we discussed one of the application of the coordination model that emerged from the first CatchBob experiment. One of the interesting problem would be to use it to inform/help the game interaction analysis. Given that the model focuses on the exchange of coordination information over time (with a peculiar emphasis on location-awareness information), it might be a good way to describe a grammar of players' act of communications, their content, pragmatics as well as the way they are mutually recognized by the players among a group (with of course a time dimension: how this evolved over time). For that matter, there is a very good literature review document about it:

Dimitracopoulou, A., Mones, A, Dimitriadis, Y., Morch, A., Ludvigsen, S., Harrer, A., et al. (2005). State of the Art on Interaction Analysis: “Interaction Analysis Indicators”. Deliverable from the Interaction & Collaboration Analysis’ supporting Teachers & Students’ Self-regulation (ICALT) project.

In the context of CSCW, Interaction analysis has different purposes, one of them is to help researchers to "collect data and analyse interactions afterwards in order to understand interaction or collaborative processes". (p.5)

The data extracted from the activity (that involves or not the usage of a certain technology) are then processed as follows:

Based on these interaction data, the application of ‘data processing methods’ could produce a number of “interaction analysis ‘indicators’’. These indicators constitute variables that describe ‘something’ related to:

  • the mode, the process or the ‘quality’ of the considered ‘cognitive system’ activity;
  • the features or the quality of the interaction product;
  • the mode or the quality of the collaboration, when acting in the frame of a social context forming via the technology based learning environment.

Now, how this is related to CatchBob? According to Harrer et al. (2004), "Interaction" can be defined as a certain kind of action that affect (or may affect) the collaboration between different agents. I am particularly interested in a specific kind of interactions: the exchange of coordination information during mobile collaboration; and CatchBob is one of example of such a context.

I have two kinds of data that are usable for that matter: logfiles and coding of players' annotation (done with two ontologies I defined: pragmatics and content + maybe another one related to the definition of a specific coordination event). Note that this coding is done by hand.

To allow an automatic interaction analysis based on those data, I need to define a specific data-structure that would describe the catchbob game with specific interactions over time. A tree-based data structure would fit to my needs. And, of course, it will be drawn upon my model of coordination.

I haven't mentionned that this kind of data structure will allow me to apply specific visual treatments, for example to have visualization or statistics about each game or to compare different games so that I can get insights about the quality of collaboration.

User Generated Content, Youtube in the NYT

A good piece in the NYT about user generated digital content. The article describes the amateur creation of video content on You Tube

It's not seminudes or celebrity satire or kittens' antics that dominate the most-viewed list at YouTube.com, the popular clearinghouse for international homemade video. So exactly what videos are drawing viewers to this ascendant site, which, less than a year after its launch, averages about 25 million hits each day?

YouTube makes this question easy to answer by giving users several ways to sort the videos, including by "most discussed," "most recent" and, handily, "most viewed." It turns out that most of the videos that get millions of looks are humorous posturings by kids who in other places and at other times might be collecting near-mint X-Men comics, or practicing Metallica licks.

Why do I blog this? first because I tend to replace tv watching by you tube scanninng, and second because I am really impressed by the burst of creation on the net. See for instance this graph generated via Alexaholic: after the explosion of pictures exchanged on flickr (in red which is still increasing), the traffic on youtube (in blue) is now starting to skyrocket, even more than flickr:

Eurovision, Computer Simulations and Patterns of Collusive Voting Alliances

The Journal of Artificial Societies and Social Simulation has always very intriguing article. In the last issue, there is a piece called "Comparison of Eurovision Song Contest Simulation with Actual Results Reveals Shifting Patterns of Collusive Voting Alliances".

The voting patterns in the Eurovision Song Contest have attracted attention from various researchers, spawning a small cross-disciplinary field of what might be called 'eurovisiopsephology' incorporating insights from politics, sociology and computer science. Although the outcome of the contest is decided using a simple electoral system, its single parameter - the number of countries casting a vote - varies from year to year. Analytical identification of statistically significant trends in voting patterns over a period of several years is therefore mathematically complex. Simulation provides a method for reconstructing the contest's history using Monte Carlo methods. Comparison of simulated histories with the actual history of the contest allows the identification of statistically significant changes in patterns of voting behaviour, without requiring a full mathematical solution. In particular, the period since the mid-90s has seen the emergence of large geographical voting blocs from previously small voting partnerships, which initially appeared in the early 90s. On at least two occasions, the outcome of the contest has been crucially affected by voting blocs. The structure of these blocs implies that a handful of centrally placed countries have a higher probability of being future winners. (...) What implications does this have, if any, for pan-European political institutions? The answer to this depends on whether or not one takes the view that the contest is some kind of grand metaphor for European politics, as for instance The Economist (Unattributed 2005) and some of the academic authors have tentatively suggested. If one believes this, then the outlook for an expanded European Union is one grim inter-regional struggle. However, if one simply sees the contest as an expression of post-modern kitsch contempt for the established pop music industry (see Tan 2005 for a discussion of an Asian parallel), then no such concern is warranted. This paper shows that regionalism in the contest is a memetic epidemic, and not likely to reflect very profound fault lines in the current state of Europe.

"eurovisiopsephology": this name rocks! Why do I blog this? it's interesting to see how such research gives insights about memetic epidemic.

Combining paper maps and electronic information resources

This one is for you Mauro:Derek Reilly, Malcolm Rodgers, Ritchie Argue, Mike Nunes, Kori Inkpen, (2006) Marked-up maps: combining paper maps and electronic information resources, Personal and Ubiquitous Computing, Volume 10, Number 4, pp.215 - 226

Abstract: Mobile devices have been used as tools for navigation and geographic information retrieval with some success. However, screen size, glare, and the cognitive demands of the interface are often cited as weaknesses when compared with traditional tools such as paper maps and guidebooks. In this paper, a simple mixed media approach is presented which tries to address some of these concerns by combining paper maps with electronic guide resources. Information about a landmark or region is accessed by waving a handheld computer equipped with an radio frequency identification (RFID) reader above the region of interest on a paper map. We discuss our prototyping efforts, including lessons learned about using RFID for mixed media interfaces. We then present and discuss evaluations conducted in the field and in a comparative, exploratory study. Results indicate that the method is promising for tourism and other activities requiring mobile, geographically-related information access.

Keywords: Mixed-media interfaces - Geographic maps - Mobile interaction devices

Welcome nabaztag

I recently bought a Nabaztag, I find it quite nice with its glowing lights and very simple design. What I appreciated:

  • extra easy set-up (no pb with the wifi)
  • a very calm ambient display
  • the package is quite empy but the website is full of information with informative pdf files (like color meaning, usage situations...)
  • the API is available so that people can create their own services
  • there is already a lively community of users, tinkerers
  • at first I was disappointed that the nabaztag was more a recipient of messages (showed through light, sounds and ear movements) but it seems that it can perceive certain inputs (like if you move its ear, it can send a message to the server).

What I found less good:

  • even though it's their business model, I am reluctant to pay for messages services and subscriptions
  • to me, there should be more emphasis on the openness of the device (more than the API) and I miss a social software dimension on the Nabaztag website. Chris has already used Ning to create a Nabaztag social platform.
  • the pictures on the box and on the website are quite weird, a large majority of people do not have a so cold home with empty tables... (of course the targeted group may have this but...). For me, Nabaztag is in a more messy environment: my office at home:

mynabaztagWhy do I blog this? The object is interesting to me because it's not smart, it's a wireless-linked device that allows basic communication and interaction through light, sounds and ear movements. Currently, this guy can only interact with: my computer (through the company's server) and cell phones. That's a cool feature: you can send SMS to your and your friends' rabbits.What is good is that it's a first step in the world of communicating artifacts. I feel like being more interested by this sort of device than by the locomotion of an AIBO (even though I am very curious of the AIBO communication and interaction practices, especially the blog thing).

Ok, now let's take some time to understand the API.

As a user experience researcher, I am very intrigued by possible user interactions with nabaztag; currently there are more outputs than inputs but using the ear could be a good way to interact with it (and consequently with other rabbits). Of course I would have be happy of having proximity-detections of objects and people in the vicinity but I guess it's a matter of time (next version of the rabbit).

More about it later.

A fax machine from 1912

The "belinographe" (a.k.a. belino) is the ancestor of the fax machine. Designed by french inventor Edouard Belin in 1907-1912. It used to allow the transfer of pictures: a telephoto transmitter. According to adventures in cybersound:

His invention involved placing an image on a cylinder and scanning it with a powerful light beam that had a photoelectric cell which could convert light, or the absence of light, into transmittable electrical impulses. The Belinograph process used the basic principle upon which all subsequent facsimile transmission machines would be based.

(picture source) Why do I blog this? it's an interesting protozoic fax machine. I like to observe early representations of today's object (the fax is not a yesterday object yet).

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