New IEEE Pervasive Computing issue

The july-september issue of IEEE Pervasive Computing Journal is full of pertinent content to my research. Ranging from the "build what you use" introduction to "Real-World Ubicomp Deployments: Lessons Learned", "Practical Lessons from Place Lab", "Real-World Challenges of Pervasive Computing" among others. I can't wait getting this new release. Here's the editor's conclusion:

First, the real proof of a successful trial deployment is when the users continue to work with a system after the trial is officially over. Second, it’s important to deploy your trial system for your own use, and “use what you build” to understand the user feedback. Finally, the key to a successful deployment is to make your users feel smarter than they were before it began.

InfoViz on PSP

Via ARTcade, this Chromo thing is intriguing (by Protein®). It's meant to be "a colour clock that helps your body understand what time it is". The thing is that they released a prototype for the PSP:

PSP Chromo™ is a colour clock for the PlayStation Portable that helps your body understand what time it is. Based on the original Chromo™ concept, the PSP version adds a subtle indicator for time to the main menu background.

Why do I blog this? it's a curious way to turn a gaming device into an ambient display.

HyperScan: Mattel RFID-enabled game console

It seems that Mattel is back in the video game console business with their HyperScan project. It's aimed at tweens (8 to 12 year-old audience) and consists of a console, a controller, a game CD and six collector cards featuring a character or special power. The cards have embedded RFID chips and having new characters (= new cards) allows to get upgrades in the game. According to TG Daily:

"The black and red HyperScan console is about the size of a hard cover book when opened and can be folded up for easy carrying. There are two ports in the front for game controllers and a port in the back connects to a television. Games are started by inserting a game CD and then swiping an RFID-enabled character card over the console. (...) HyperScan is also trying to cash in on the red-hot collectible card phenomenon. Card-based games like Magic: The Gathering and Yu-Gi-Oh have millions of players and sanction tournaments with millions of dollars in prize money."

Why do I blog this? So there's going to be a new "Touch" habit using this video game console: players will have to swip a card on the console, that's intriguing. Good stuff for Timo's project.

New 3D printing practices

An intriguing article in the WSJ recently addressed new practices related to 3D printers (By William Bulkeley). After briefly describing the process (shooting of plastic particles and glue, or an ultraviolet or laser, passing over a liquid resin bath, hardening a layer of plastic in a computer-generated shape.)

"Now the technology is reaching ordinary consumers -- even young ones. SolidWorks, a U.S. unit of Dassault Systemes SA, a French maker of design software, plans to start up a new business called Cosmic Modelz that will allow kids to use the technology to create their own customized action-figures. Children can design a figure using SolidWorks' Cosmic Blob software on their home PCs, then go to a Web site run by 3D printer-maker Z Corp. and order their figures to be "printed" for $25 to $50. It will be kind of an electronic version of the Build-a-Bear Workshop concept where children create customized teddy-bears. (...) Some designers use 3D printing as a communications tool (...) A number of U.S. companies say they use "3D faxing" to send designs to 3D printers at factories in Asia so manufacturing engineers have a clearer idea of what they're supposed to build. (...) At Walt Disney Co.'s Pixar Animation Studios, animators used a Z Corp. machine to make 250 models of "Toy Story" characters for a museum display. "

Why do I blog this? because new usages of 3D printing that pop up here and there are more and more intriguing (the advent of a spime world?). Well, when you have in mind applications that allow kids to 3D print characters, it's a landmark for sure!

Tips for doing business in SL

(Via), this new on-line magazine: SL Business, it's entirely devoted to how to run a business in Second Life. There are different examples of flourishing activities about clothing, doing music or photography...

BUT IMO, what is strikingly curious (and more interesting to me?) is the magazine itself: - it's published a US army guy in Afghanistan who escape from his reality be doing that and playing SL. - the form of the zine is intriguing with in-game pictures, QR codes here and there... there are different levels of reading the magazines and connecting real + physical places. - the magazine is international (portion are event in japanese) - there's a mix of real world and SL businesses advertisements...

Why do I blog this? this nicely exemplifies the new convergence of old media (magazines...), new media (SL as a social platform) to give tips for what Xavier called a "direct economy".

World Robotics 2006

IFR Stat is going to release their world robotics report 2006. It usually gives an overall picture of the robot world (forecasts, analysis of robot densities, studies on the profitability of industrial robots, service robots). It's mostly about industrial robots (handling, welding, assembly, dispensing...) showing where the big money is.

I looked at that wondering whether some folks works on mecha/robots for amusements parks or art piece using them.

Pens, paper and Disney

An article in news.com about Disney designers highlight the fact that "Designers and animators should learn more about the real world before sitting down to create a fake one".

"Instead of uniting with words, we unite with the objects we're seeing," Rohde said of both kinds of virtual world creators. (...) To prepare for the design of the Expedition Everest thrill ride, Rohde took a team of designers and scientists to study the Himalayan region. In addition to examining the animal species and plants, the teams went from village to village in the surrounding areas and talked to Tibetan and Nepalese people.

Rohde stressed that pen and paper can be as important as modern graphics technology as a way to achieve authenticity. In the past, he said, technological constraints were constructive in some ways because they forced people to be both creative and collaborative, as in elaborate medieval theater. Now we have increased our ability to create and for individuals to have the power to do small things really well on their own, but we are losing the ability to do big things together, he said.

Why do I blog this? summer read.

Kids "cyber literacy"

The BBC on kids "cyber literacy"

Computer literacy is increasingly seen as an essential skill for children. But what is the best age to introduce them to computers and does it give them a head-start? (...) Worldwide research on very young children and their use of IT is limited, but one recent report from Sheffield University in the UK called Digital Beginnings makes for interesting reading.

For instance by the age of four, 45% of children have used a mouse to point and click, 27% have used a computer on their own at home, rising to 53% for six-year-olds, and 30% have looked at websites for children at home.

The Child Computer Interaction Group (ChiCI) studies the dynamic relationship between children and computers and feel that children should not start using computers too early in their development.

ChiCI's Janet Read says: "My own opinion is that 18 months isn't a good age. It's a little bit ridiculous to think of an 18-month-old child sat in front of a traditional computer. That's not to say there might not be technologies that are adapted to them in the future, but the traditional keyboard, box, monitor and mouse doesn't seem to fit a child very well."

Janet Read says: "I wouldn't say that children who use computers would definitely get a head start. Some of these children would have been pushed in front of a computer like they would be pushed in front of a TV and so they're getting either the wrong sort of stimulation or no stimulation of any value, because it's quite easy to be entertained on a computer and not necessarily gain any value."

A table singing "hap hep hip hop"

Spanish designer Guillermo Lorenzo created this interactive installation:

Interactive audio-visual intalation. where the players can modify sound by placing pucks on virtual tracks on two tables. One of the tables is singing "hap hep hip hop" while the other serves as a mixing table. The visitors move the pucks on the table, which is divided into square regions. Each square senses the amount of light that is left through the objects, the more objects the more sound can be heard.

SNAGU

SNAGU, a project by ITP students (NYU):

snagu is a camera-phone based scavenger hunt with no limits on time, space, or answers. it was created by four students from nyu's itp, pollie barden, cory forsyth, jaki levy, and oren ross, and won the cisco/ mtvu digital incubator grant. it is currently being play-tested before the september national launch. (...) the game is basically a reverse of flickr, rather than tagging a photo, you photo a tag. we will send you your first tag right away, and you just send your photo to tag@snagu.com. you receive the next tag only when you send in your picture or pass on the tag, you control the pace. then you can then go online and vote for your favorite picture. the more people that play, the more fun it becomes, so feel free to send this along to any friends!

They're still developing the game that will be launched in September in the US. They need help for playtesting.

Interview of Regine Debatty

Gosh, a WMMNA banner on this blog??? It's actually to introduce a short interview I've done of Regine Debatty, the instigratrice (sorry for the french-icism) of the We Make Money Not Art blog. Not to mention it's part of my daily read, I want to stress here that the goal of this interview was to stop for a while and discuss some of the issues that I found pertinent in her work. Of course, this is not an exhaustive overview, it's just a snippet from discussions we have.

We won't get back on WMMNA history (because it's here) but I just have this introductory one: after X years, how would you described WMMNA perimeter?

It's evolving, slowly but constantly. first, in its form. It used to be the traditional blog: just a series of posts one after the other. After some time, I decided that it was pointless and boring. Now the blog is more and more mimicking a magazine with reports from events and interviews.

Now about the content. I've stopped blogging stories about consumer electronics. Other blogs do it much better than me. I'm more focused on art works that use emerging technologies as a medium. by technologies, I mean the usual suspect (mobile phones, internet, etc,) but also the emerging fields of biotechnology, in-body technology, nanotechnology, etc.

It's quite difficult for me to describe the perimeter of the blog. I talk about interaction design for example, but not everything I see there really excites me. I like edgy, brain-challenging, experiemental projects and yawn when i'm in front of sleek and perfect designs of new mobile phone interfaces. Same goes for art, I've seen so many "wave your hand and see how the projected images are modified" projects. What i'm looking for are projects that and as time passes, i'm becoming more and more choosy ;-)

Is there a more global project behind WMMNA?

No big strategy nor ambition. just trying to get ideas and talents out there. I like to think that wmmna is a platform where people with ideas and critical view on technology, media and their social, ethical and cultural implications can be heard.

After X years of blogging, what underlying picture do you now see in the scene? Phenomenons that amazed you?

That it remains such a niche phenomenon. The traditional art scene seems to believe that the so-called "new media artists" are just playing some kind of geeky games. I wasn't expecting my blog to sparkle so many interest from the technology world and be ignored by the "traditional" art sphere. I think it's slowly changing. It took decades to accept photography as an art discipline so let's be patient.

In what sense do you think your blog is of interest to researchers, R&D peopld and foresight managers?

I should ask them. I guess the projects described in the blog might be interesting because many of them give a snapshot -albeit sometimes whimsical- of people's desires or of what tomorrow could bring. I'd illustrate the first idea (people's desires) with several projects that allow people in public space to regain some control over technology in their surrounding: husman haque's floatables, the EM shelter booth by anthony townsend, katherine moriwaki's recoil.

We all need these communication technologies but sometimes we might feel overwhelmed, right? surely there should be a way to get some control over them. The industry has had little incentive to address the problem and give us more control. I hope that they are already getting their designers and engineers to work on that (especially when it comes to the technology that seems to frighten everyone: RFID). in the meantime artists are exploring methods of self-defense. hopefully they will inspire someone out there.

About artists using technologies to give us a glimpse of what tomorrow could bring, my favourite examples show how artists have explored the kind of dynamic mapping and sighseeing experience that google earth bring today. In the 80s, there is naimark's golden gate fly-over, in the 90s there is art+com terravision installation. I think if one is willing to look beyond the quirkiness and delirious aspect of some installations or applications, there's a lot to learn and get inspired from.

What I like in WMMNA is the very sober nature of your posts, the way you get straight to the point when describing the projects. Is there a reason behind this "no stance" attitude?

Several reasons: the main one is that i don't want to influence people, I want readers to form their own opinion. i give mine in a subtle way: when i don't like something i just don't write about it. it's also quite difficult to always have a view on interaction art/design. you have to experience the installation yourself to really know what it is like. then of course sometimes i don't give my view for a very simple reason: i have no opinion, i just "feel" that a story is interesting enough and hope others will make sense of it.

In your talks, after dealing with how what media artists do is relevant for technology thinkers or why fake projects are relevant, what are the new trends that you find appealing and strikingly worthwhile?

I'm not sure they are brand new but here's a list of some interesting trends (in my humble opinion):

What one of futuresonic's panels this year called social art. Jose luis de Vicente (elastico, copyfight, OFFF barcelona, sonar, art futura, etc.) gave a series of example of projects that are meaningful for everyone: the consumer, the activist, you and me: fallen Fruit, Garbage Scout, TheyWorkForYou.com, codecheck.ch, nathalie jeremijenko's How Stuff Is Made, etc. works that give us some form of control through un-mediated knowledge most of the time. anthony dunne was part of this panel as well and he totally vowed the crowd with his talk "Design for Debate". I think he and his partner Fiona Raby are onto something with their willingness to create fictional spaces and scenarios relevant to everyday life and based on technological progress (in the field of communication tech but also biotech, nanotech, etc). With their students at Interaction Design (soon to be renamed Design Interactions) RCA, they try to come up with fictional products or services that might inspire, raise awareness, stimulate discussion that could eventually lead to a change and prevent any kind of unwanted future to happen. Their projects bring about scenarios that should trigger all sorts of thinkings in our minds, make us imagine what our daily life could be like when synthetic biology, nano and biotechnology or other emerging technologies will mediate it even more. Here's a good example of such projects. Raby and Dunne like to point that what they do is not art but design. Labelling their work "art" means that people would dismiss their research as "just art", and not take them seriously.

Evolving systems: machines, installations that are "trained" and which behaviours changes over time according to stimuli, passersby feedback, players moves, etc. Like U.W.M or project nero.

On a totally delirious level: animals computer interaction: not always for the animal benefit (auger+loizeau: augmented animals, internet poultry, pacman against crickets, blogging pigeons, etc).

To me, humor plays an important role in what you're posting in WMMNA. How do you think this dimension can bring critical elements about technology usages?

I think humour is very important. it helps getting the attention of the audience. humour puts the piece into a non-threatening, non-intimidating light. which helps a lot to get the message out.

At the beginning of your blog, it was called "Near Near Future" (I have always been jealous of this term), then you switched to WMMNA. To me, NNF is still very pertinent and connected with what you blog about: weak signals about today, that may be signs for what will happen tomorrow. Let's focus on this NNF concept, why did you coined that term? Did you manage to put what you post in a temporal perspective (when would some signals be more distributed when)?

The NNF title was exactly what you describe. the projects of these artists are deeply grounded in the world as it is today, they follow the technology as it is sold or presented to us today. They are just looking a bit further, not 30 or 40 years in the future like science fiction might do, but in the very near future.

Since I am doing research about location-based applications, I would be happy to know what you think about locative media. It seems that the scene failed (see for instance what Marc Tuters and Kazys Varnelis says about it), do you have any thought about that? You were curator at Sonar about locative media project, have you seen new project that would foster a revival of this trend?

Nothing i can think of at Sonar itself as it was mostly showcasing some "classics" of the locative media trend. In general I'd say that locative projects that deal with environmental issues are the most relevant (to me at least), like myriel milicevic's neighbourhood satellites. In the "map" mode of her project, the system receives data from the other "satellites" carried by people in the area, and displays on a map, their location and contamination level. This mode could generate some interesting behaviours: A group of players, gathering in larger numbers at polluted street junctions, navigating their satellites through thick air, might just as well be interpreted as a silent protest. Or (at a very selfish level) imagine what it could be like to have direct information about the quality of air and light in an area and be able to bargain the price of the house on that basis. Another example is the Feral Robots by urban tapestry. I like this idea of using locative media to give the man on the street the tools to understand what's going on in his own neighbourhood, to do that in a playful, non-academic, non-threatening way.

"Direct Economy"

Just had a quick meeting with Xavier Comtesse. It was basically about his next book about what he calls the "Direct Economy" What he means by that is the new ecosystem we have with minipreneurs, consumactors/consommacteurs, crowdsourcing and so forth. Xavier also described it in a short article (in french though) here. As Laurent summarizes on the Ballpark blog:

our transition to a “direct economy”. He makes a strong case that our system is being transformed by four factors: • consumers are now part of the value chain • useless intermediaries are disappearing • new business models threaten secured incomes • prices are more and more functioning as auctions

He summarized the situation in one brilliant quote

We are leaving an economy based on the knowledge of producers for one based on the knowledge of consumers”

World of Warcraft Fitness Program

WoW-addicted Mirweis sent me this WoW Fitness Program!:

Let's face it, if you're the typical WoW addict, you don't spend much time outside or away from your computer desk. (...) For each exercise below, I've given a basic starting point for how many times you should do each exercise. Remember, you have plenty of opportunities to squeeze these in over the course of a several hour WoW playing session... without having to leave your seat!

The website goes on with the description of movements using WoW gifs:

Criticism towards mutual knowledge theories

Arnseth A.C., Ludvigsen S., Mørch A., Wasson B. (2004). Managing Intersubjectivity in Distributed Collaboration. PsychNology Journal, 2(2), 189 – 204. The paper describes a very interesting criticism of a specific approach to the study of technologically mediated social interaction. The critique is about the notion of "share knowledge" (mostly Clark’s (1996) notion of grounding):

According to Clark (1996) grounding is the process through which shared knowledge is established in interaction. This process is dependent on the participant’s prior beliefs, their previous knowledge, and the material artifacts that are available in any communicative encounter. The main assumption in the studies by Baker et al. (1999) and Dillenbourg & Traum (1999), is that different technological tools provide different constraints and affordances for the grounding process. (...) According to such a view, communication is conceived as a process of coordinating knowledge that the participants already possess. However, the efforts involved in arriving at a shared interpretation might require a reorganization of the knowledge that an individual brings to the situation. Nevertheless, social interaction is mainly the site where participants’ mental states are articulated and coordinated. However, the main problem with such an analytical practice from a situated perspective, is that it implies a disregard for the participants’ interpretative work (Ludvigsen & Mørch, 2003). Moreover, the management of intersubjectivity is treated as independent of the situation in which it occurs, the activity in which participants are engaged and the goals that they are trying to achieve.

In another paper "Making Sense of Shared Knowledge", Hans Christian Arnseth and Ivar Solheim also give other critiques:

Our main criticism of Clark and Brennan’s model is that it retains a communication-as-transfer-between-minds view of language. Secondly that it treats intentions and goals as pre-existing psychological entities that are later somehow formulated in language.

Why do I blog this? using Clark's theory as a framework for my research, I am curious of the critiscm towards it. However, I rather used his theory of coordination (coordination devices/keys) than the whole shared knowledge issue.

Elephant path in Geneva

I am always amazed by elephant paths ("a name for a path that is formed in space by people making their own paths and shortcuts; it is an unofficial route"): Elephant path in Geneva

Why do I blog this? this nicely depicts "social navigation" or how the activity of others could be a trigger to your own activity (like footprints in the snow). A previous post about that here.

Dance Dance Revolution User study

Johanna Höysniemi, International survey on the Dance Dance Revolution game. Computers in Entertainment (CIE), April-June 2006, Article No. 8. The article is an account of a study about a specific form of physically interactive game-playing: dance gaming.

An online questionnaire was used to study various factors related to Dance Dance Revolution (DDR) gaming. In total, 556 respondents from 22 countries of ages 12 to 50 filled in a questionnaire which examined the players’ gaming background, playing styles and skills, motivational and user experience factors, social issues, and physical effects of dance gaming, and taking part in dance-gaming related activities. The results show that playing DDR has a positive effect on the social life and physical health of players, as it improves endurance, muscle strength and sense of rhythm, and creates a setting where new friends can be found.

Why do I blog this? This is of interest to people (especially game designers) who will have to think about these issues, with regards to new consoles such as the wii. I tend to watch conspicuously this sort of user studies because there is not that much about it and because it might form the grounding recommendations for some tangible game design ideas.

New interaction design institute in Europe: ciid

Copenhagen Institute of Interaction Design:

The Copenhagen Institute of Interaction Design is a new initiative happening in Denmark. The two key promoters of this initiative are Heather Martin and Simona Maschi.

The aim is to create a high profile design institute, which is small but dynamic and which interfaces with academia and industry. The institute will become an international setting for new thinking in design and technology in Copenhagen. The institute will encourage multi-cultural and multi-disciplinary learning, teaching and consulting in Interaction Design. We imagine that people both from the academic and the industrial world will come to Copenhagen to work with us on innovative products, services and technology for the future. The institute aims to become an international centre of excellence in interaction design and innovation by 201