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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
IntroductionLocative 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 ComputingRecap
• 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 ComputingRecap
• 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 ComputingRecap
• 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 ComputingRecap
• Designing ubicomp systems:
Focus on the interaction between user & technology (as opposed 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 ComputingRecap
• 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 ComputingRecap
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 other
-> Mapping the digital world to the physical one-> User interface: tangible and embedded in the real world
Ubiquitous ComputingRecap
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 ComputingRecap
Types of systems:– “walk-up-pop-up”– wearables– ambient displays– intelligent work environments– augmented, interconnected everyday
objects– etc
Ubiquitous ComputingRecap
Media cup, TecO
Ubiquitous ComputingTechnologies
• 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 ComputingTechnologies
* Embedded sensor networks
• Sensors:
- in everyday environments
- on people
- on artefacts• Sensor fusion: combining different data and placements
to gather context
Ubiquitous ComputingTechnologies
* 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 ComputingTechnologies
* 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 ComputingTechnologies
* Context-aware computing
Gellersen et al.
Ubiquitous ComputingTechnologies
* Context-aware computing
Gellersen et al.
Ubiquitous ComputingTechnologies
* 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 ComputingTechnologies
* 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 ComputingTechnologies
* 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 ComputingTechnologies
* 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 ComputingTechnologies
* 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 ComputingTechnologies
* Platforms:– Smart-Its– Smart Dust– Pin & Play– Tiny OS– etc
Ubiquitous ComputingTechnologies
• Smart-Its:– sensors: sound, light, acceleration (2d), pressure– core board: context-recognition, communication
interface (RF)
Ubiquitous ComputingTechnologies
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 MediaBackground
Urban aesthetic practices• Mobility as creative act• Creative use of public space
• Walking:– aboriginal walkabouts– situationist dérive, psycho-geography
Locatived MediaBackground
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 MediaBackground
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 ProjectsThemes
Locative Media ProjectsPervasive Gaming
• The world as game-board
• Botfighters and Pirates! • Backseat Gaming (video)• Can You See Me Now? (video)• iPerG• ...
Locative Media ProjectsPervasive 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 ProjectsSpace Annotation
Grafedia, grafedia.net
Yellow Arrow, Count Media
• GPS-drawing• Non-linear narratives:
Hundekopf (video)
Locative Media ProjectsGPS & Positioning
Hundekopf, knifeandfork
• Tracking and mapping paths• Biomapping (video), Drift, Net_Derive (video)...
Locative Media ProjectsGPS & Positioning
Biomapping, Christian Nold Drift, Teri Rueb
• Audio space annotation
• Mobile music sharing/listening:
- distributed
- ad hoc
- sound walks
• Mobile music making:
- situated
- collaborative
• Wearable audio
Locative Media ProjectsMobile 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 ProjectsMobile Music and Locative Audio
• Audio space annotation
Audio Bombing (video)(Fleming et al., 2007)
Sonic Graffiti (video)(C-Y Lee, 2007)
Locative Media ProjectsMobile Music and Locative Audio
• Audio space annotation
[Murmur] (murmur.ca)
Locative Media ProjectsMobile Music and Locative Audio
• 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 ProjectsMobile Music and Locative Audio
• Distributed and located music
Location 33 (Carter & Liu, USC, 2005)
Locative Media ProjectsMobile Music and Locative Audio
• Mobile music sharingSoundPryer (Mattias Östergren, Interactive Institute, 2001)
TunA (Arianna Bassoli et al.,
Medialab Europe, 2002)
Locative Media ProjectsMobile Music and Locative Audio
• Mobile music sharing
Bass Station (Mark Argo & Ahmi Wolf, 2003)
Push!Music(Håkansson et al., 2005)
Locative Media ProjectsMobile Music and Locative Audio
• 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 ProjectsMobile 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 ProjectsMobile 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 ProjectsMobile 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 ProjectsMobile Music and Locative Audio
• Wearable audio
Nomadic Radio (Shawney, MIT Medialab, 1998)
Sonic Fabric (Alice Santaro, 2002)
Locative Media ProjectsMobile Music and Locative Audio
• Wearable audio
”Personal instruments”(Krzysztof Wodiczko, 1969)
(Chelle Hugues, RCA/CRD, 2000)
Locative Media ProjectsMobile Music and Locative Audio
• Wearable audio
Robotcowboy (Wilcox, 2007)
Hearing Sirens (Cathy van Eck, 2007)
Locative Media ProjectsMobile Music and Locative Audio
• Output: Headphones vs boombox vs using everyday objects
SoundbugTM speakers & piezos
Flower Speakers (LET’S corporation, Japan, 2004)
Locative Media ProjectsMobile Music and Locative Audio
Bit Radio(Bureau of Inverse Technology)
7/11 (video)(New Beginnings, Göteborg)
Key Chain Radio Station (Rikako Sakai, Ivrea, 2004)
Locative Media ProjectsRadio Pirates
Hummingbirds
Jabberwocky (video)
MobiTip
Locative Media ProjectsSocial 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 MediaInteraction 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
Characteristics of Locative MediaInteraction 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 MediaTechnical 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 MediaDesign 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 MediaDesign Issues
• 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 MediaDesign Issues
Enabling technologiesAvailable to General Public
• Mobile peer-to-peer• Tracking, positioning and placement• Sensing and data-processing• Content creation and manipulation
Enabling TechnologiesAvailable to the General Public
* Server-Client
* Mobile peer-to-peer:– Bluetooth– WiFi– Infrared
Enabling TechnologiesAvailable to the General Public
* 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 TechnologiesMobile 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 TechnologiesMobile 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 TechnologiesMobile 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 TechnologiesMobile Peer-to-Peer
* Tracking, positioning and placement– Phone cells– WiFi hotspots– GPS– Virtual media– Physical markers: 2D barcodes, RFID, user ID to
phone
Enabling TechnologiesAvailable 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 TechnologiesTracking, Positioning and Placement
* Geotracing
http://www.geotracing.com
Enabling TechnologiesTracking, 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 TechnologiesTracking, Positioning and Placement
* 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 TechnologiesTracking, 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 TechnologiesTracking, 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 TechnologiesTracking, 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 TechnologiesTracking, Positioning and Placement
* Sensing:– sensors– data processing: microcontrollers
Enabling TechnologiesAvailable 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 TechnologiesSensor Data Processing
* Creating and manipulating content:– Mobile Processing– Python– J2ME– miniMIXA– PdA (Pd on PDAs, linux)– Keyworx
Enabling TechnologiesAvailable 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 TechnologiesCreating and Manipulating Content
* MiniMIXACommercial DJ software for mobile phones, PDAshttp://www.youtube.com/watch?v=R6BSGy8mMsU
* KeyworxMultimedia platform (base for GeoTracing f.ex.)http://www.keyworx.org/
* PDa (Puredata anywhere): Pd for Linux on PDAshttp://gige.xdv.org/pda/
Enabling TechnologiesCreating 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 TechnologiesCreating and Manipulating Content
• 3rd party software (Java, etc)• Hacking hardware: use camera, microphone, speakers,
audio out...
Enabling TechnologiesHacking mobile phones
Sustainable Design?
• 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
* 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/