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Locative Media

Locative Media. Locative Media. Digital media with a sense of place, embedded into the real physical world. grafedia.net. Can You See Me Know?. Locative Media. Pervasive gaming: world as a game-board Space annotation: media with a specific position in space

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Locative Media

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  1. Locative Media

  2. Locative Media Digital media with a sense of place, embedded into the real physical world grafedia.net Can You See Me Know?

  3. Locative Media • Pervasive gaming: world as a game-board • Space annotation: media with a specific position in space • Location awareness & GPS-enabled locative media • Mobile music & locative audio • Social spaces • etc grafedia.net Can You See Me Know?

  4. Origins Aesthetic Urban Practices Mobility as creative act Creative use of public space

  5. Origins Aesthetic Urban Practices Graffiti • 3D, ephemeral, transient, layers...

  6. Origins Aesthetic Urban Practices Reclaim the streets Walking • situationist dérive, psycho-geography • aboriginal walkabouts

  7. Origins Aesthetic Urban Practices Urban sports: • skateboarding • parkour >> urban space as resource for aesthetic movements

  8. Origins Ubiquitous Computing Mark Weiser’s vision (1991) • disappearing computer • everyday world literally used as interface away from desktop settings, available at hand in the real world: where needed, “where the action is” “The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it.” (Weiser)

  9. Origins Ubiquitous Computing Implementing the vision • Mobile devices combined with computers embedded in the environment • Awareness of physical & social context + each other >> Mapping the digital world onto the physical one >> User interface: tangible and embedded in the real world

  10. Origins Ubiquitous Computing Technologies • context awareness • mobile computing • tangible interfaces • social navigation • embedded sensor networks • global positioning • wearable computing • augmented & mixed-reality • ad hoc and p2p user networks • etc

  11. Origins Ubiquitous Computing Examples • “walk-up-pop-up” • wearables • ambient displays • intelligent work environments • augmented, interconnected everyday objects • etc Media cup, TecO

  12. Origins Ubiquitous Computing Everyday physical world: • not designed for the purpose of these new activities • offers a rich and heterogeneous variety of engaging interaction • situates them in cultural and social context, with existing web of meaning • more than a setting, a resource for computer-mediated aesthetic interaction >> Everyday activities as basis for interaction + everyday physical real world as interface

  13. Origines technologiques Consumer Electronics • Audio, positioning, mobile-telephony • Mobile phone, Bluetooth, iPod, Zune, cameraphones, GPS-mobiles, RFID tags, 2D Barcodes, etc • Smart phones SDK (>> programmable) • devices always at hand • user always “on-line” • all of your music with you at anytime

  14. Projects Pervasive Gaming Pervasive Computing: The world as game-board • Botfighters and Pirates! • Backseat Gaming • Can You See Me Now? • iPerG • ... Can You See Me Know? Blast Theory + Equator

  15. Projects Yellow Arrow, Count Media Space Annotation SPACE ANNOTATION: media with specific position in space Examples: • Virtual: Geonotes, Urban Tapestries • Physical: Yellow Arrows, Grafedia grafedia.net

  16. Projects GPS & Positioning • GPS-drawing • Non-linear narratives • Tracking and mapping paths Drift, Teri Rueb Biomapping, Christian Nold Hundekopf, knifeandfork

  17. Projects Social Computing Familiar strangers, Intel Research • SOCIAL SPACES: connecting people in public space • Hummingbirds • Jabberwocky • MobiTip

  18. Projects Locative Audio • Audio space annotation • Mobile music sharing/listening: • distributed • ad hoc • sound walks • Mobile music making: • situated • collaborative • Wearable audio • Mobile phone as platform for sound-art...

  19. Locative Audio Audio space annotation Hear&There (Rozier, MIT Medialab, 1999)

  20. Locative Audio Tacticle Sound Garden [TSG] (Mark Shepard, Buffalo Univ. 2004-06) Audio space annotation

  21. Locative Audio Audio space annotation Tejp / Audio tags (PLAY & FAL, 2003-04)

  22. Locative Audio Audio space annotation Tejp / Audio tags (PLAY & FAL, 2003-04) Exploring embodied interaction with digital space annotation F.ex: audio tags whispering to by-passers as they approach them, creating a short space of intimacy in public space

  23. Locative Audio Audio space annotation Tejp / Audio tags (PLAY & FAL, 2003-04)

  24. Locative Audio Audio space annotation Tejp / Audio tags (PLAY & FAL, 2003-04)

  25. Locative Audio Audio space annotation • Audio Bombing • (Fleming et al., 2007) • Sonic Graffiti • (C-Y Lee, 2007)

  26. Locative Audio Audio space annotation • [Murmur] (murmur.ca)

  27. Locative Audio Distributed and located music Location 33 (Carter & Liu, USC, 2005)

  28. Locative Audio Mobile music sharing SoundPryer (Mattias Östergren, Interactive Institute, 2001) TunA (Arianna Bassoli et al., Medialab Europe, 2002)

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

  30. Locative Audio Sound walk • Drift (Rueb) • 34n118w (Knowlton, Spellman, 2002) • Craving (Garnicnig, Haider, 2007) • Seven Mile Boots (Beloff et al., 2003-04) • The Case at Kulturhuset • (Knifeandfork, 2004) • Riot! (Mobile Bristol, Hewlett Packard)

  31. Locative Audio Sound walk Seven Mile Boots (Beloff et al., 2003-04)

  32. Locative Audio Radio pirates Bit Radio (Bureau of Inverse Technology)

  33. Locative Audio Radio pirates 7/11 (New Beginnings, Göteborg)

  34. Locative Audio Radiopirates Key Chain Radio Station (Rikako Sakai, Ivrea, 2004)

  35. Locative Audio Situated music making Sonic City (Gaye et al., FAL & PLAY, 2002-04) Sound Lens(Toshio Iwai, Tokyo Univ.) Solarcoustics: CONNECT (Barnard, ITP/NYU, 2005)

  36. Locative Audio Situated music making Sonic City (Gaye et al.FAL & PLAY, 2002-04) Mobile music making with the city as interface: Creating a real-time personal soundscape of electronic music by walking through and interacting with urban environments

  37. 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)

  38. 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)

  39. Locative Audio Collaborative mobile music making China Gates (Clay, Majoe, 2006) Sequencer404 (Hatcher, Jimison et al., 2006) Cellphonia (Bull et al, 2006)

  40. Locative Audio Wearable audio Nomadic Radio (Shawney, MIT Medialab, 1998) Sonic Fabric (Alice Santaro, 2002)

  41. Locative Audio Wearable audio ”Personal instruments” (Krzysztof Wodiczko, 1969) (Chelle Hugues, RCA/CRD, 2000)

  42. Locative Audio Wearable audio Robotcowboy (Wilcox, 2007) Hearing Sirens (Cathy van Eck, 2007)

  43. Locative Audio Mobile phones as platforms • Kadoum (Waagenaar, 2000) • Dialtones. A Telesymphony (Levin, 2001) • Pocket Gamelan / Mandala (Schiemer, Havryliv, 2006) • Egotone (I. Lee, 2007)

  44. Locative Audio Mobile phones as platforms • CaMus (Rohs, Essel, Roth, 2006) • TRATTI (Beloff, Pichlmair, 2006-07) • Intelligent streets (Sonic Studio & Univ. of Westminster, 2004)

  45. Locative Audio Output • Output: Headphones vs boombox vs using everyday objects • SoundbugTM speakers & piezos • Flower Speakers (LET’S corporation, Japan, 2004)

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

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

  48. Locative media Questions • User-authored content spread across public space: raises questions about • property of information • privacy & surveillance • 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?

  49. Locative media Questions • 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?

  50. Locative media Questions • 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

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