pervasive


pervasive and tagging and ubicomp03 May 2007 04:20 pm

melanie.jpgAccording to Ars Technica, the RFID Guardian created by Melanie Rieback is a portable device for personal RFID privacy. The device creates a firewall which will either enable or prevent RFID queries.

As the tags showed up in increasingly sensitive applications, security became more of a concern—at least to researchers and privacy advocates. Rieback was one of those people. As a graduate student searching for a Ph.D. dissertation topic, she spent eight months reading computer science research papers and discovered that the number of published works on RFID security could be counted on both hands. “It became painfully obvious that there was a deficiency in the area of RFID, and there is so much work to be done,” she says.

So Rieback turned herself into one of the foremost academic authorities on RFID security and went on to develop the first RFID virus as a proof of concept. That got the industry’s attention. As Rieback tactfully puts it, there was a “mixed reaction” that even included some personal attacks. But other companies approached her team for consulting assistance within days of publishing the paper.

After doing her part to publicize these security shortcomings of many RFID implementations, Rieback moved on to the RFID Guardian project, which would give people a measure of control over their tags. It became her Ph.D. project, and when she finalizes the next version in the next eight months or so, she should earn her doctorate. Even when that happens, though, she has no plans to drop the project. “I think this is important enough that we should finish it,” she says. “We should get it out there.”

Eventual plans call for the Guardian to be incorporated into cell phones and PDAs, but the current model is a pocket-sized device that runs on its own battery and provides a circular 1m field of control over RFID tags, jamming any tags that the user does not want read.

Relevance: Seeing how she was able to create a really cool PhD project gives me inspiration when am developing my own project in the future.

games and pervasive and ubicomp31 Mar 2007 11:24 pm

I was directed via Nicolas Nova’s site to this pervasive game called La Fuga involving RFID tags.

rfidtagsgame.jpg
RFID tracks La Fuga players as they make their way through the Mazzinia complex, trying to escape.

Every player receives a console consisting of a specially designed PDA worn on the wrist. Between the PDA and its wrist strap is a passive RFID tag with a unique ID number used to locate and identify each player during the game.

“RFID provided an easy way to identify every player individually,” says Josep Cabestany at Négone, a Madrid-based developer of interactive games. The company invested €16.3 million to design and produce the technology on which La Fuga is based, and to convert the bank into the equivalent of a three-dimensional game board.

The PDA communicates to the game system by means of wireless technology developed by Négone. A player uses the console to answer the questions, and to receive information such as score, battery level or time left.

“The game system activates the quizzes, the doors and the tricks in response to the detection of the tags. This allows the system to keep track of the gaming information of each player and generate each player’s game individually,” Cabestany says.

Relevance: The first instance I know of involving RFID tags in a pervasive game. Are there any other games out there?

Technorati Tags:

cfp and games and pervasive and ubicomp and urban25 Mar 2007 10:42 pm

Bringing together participants, artists, and the public with a common interest in psychogeography, Conflux 2007 is accepting proposals until April 17th. The conference will take place September 13-16, 2007.

PROJECT TYPES

Participants in Conflux share an interest in psychogeography. Projects presented range from interpretations of the classical approach developed by the Situationists to emerging artistic, conceptual, and technology-based practices.

At Conflux, participants, along with attendees and the public, put these investigations into action on the city streets. The city becomes a playground, a laboratory and a space for the development of new networks and communities.

Here are examples of the types of projects and events we’re looking for:

  • exploratory drifts/dérives on foot or by bike, subway, bus or other transport
  • walks with experimental mapping or navigation techniques
  • social/environmental research and fieldwork
  • workshops and classes
  • temporary public-space installations/interventions
  • interactive performance projects
  • street games
  • mobile-tech/locative media projects
  • micro-radio, podcasting, vlogging and other broadcast proposals
  • alternative use/re-use of public space
  • projects dealing with issues specific to the Williamsburg/Greenpoint/Bushwick neighborhoods including pollution, development, and diversity
  • projects proposing alternative, experimental, DIY cultures, economies, communities, and artistic initiatives
  • social networking projects that focus on cities and urban life?—lectures, multimedia presentations and panel discussions?—film/video works for a film series event?—live audio/video projects and musical performances for night events?

Relevance: How are different project and events being designed and implemented in order to reclaim public space. On Saturday some of my friends attended a flashmob pillow fight that was advertised on facebook here in Vancouver. They all had a great time interacting with strangers and friends doing something we all did as kids.

found via glowlab

pervasive and tagging and ubicomp and user-generated content21 Mar 2007 09:06 am

This would be a very useful workshop to attend as it comes a number of my research interests regarding the everyday lives of people: user-generated content (tagging), ubicomp (mobile technology), pervasive games, and shared digital spaces.

In addition, Nicolas Nova will be one of the lecturers whom assisted us as we expanded a version of his Catch Bob Project here at UBC. I expect a top workshop. If only Vancouver was in The Netherlands.

——

Mediamatic workshop Hybrid World Lab
7 | 8 | 9 | 10 | 11 May 07Mediamatic organizes a new workshop in which the participants develop prototypes for hybrid world media applications.

While the internet is still thought of as a virtual space, it is quickly gaining foot in the physical world. An Internet-of-Things is under construction, with RFID as a key technology. Unique digital identification and GPS tracking devices link digital media to places and objects. Mobile phones and urban screens allow the media to be where people are.

This workshop explores the role of media makers (’content creators’) in the context of this increasingly intimate fusion of digital and physical space.

WORKSHOP SET_UP AND TOOLS
The workshop kicks-off with four free public lectures on Hybrid world themes and issues.

The workshop is an intense process in which the participants design projects (applications, services, games, programmes, formats) that use the physical world as interface to online media: location based media, everyday objects as media interfaces, urban screens, and cultural application of RFID technology.
As practical research tools the participants can use the Symbolic Table 2.0 : a networked, RFID powered media player. See: http://www.mediamatic.net/symbolictable Nokia 3220 with NFC shell: mobile phone enabled with a RFID reader and writer, with the necessary tags to explore locative RFID projects. See www.elasticspace.com

A collection of various RFID readers, tags, for projects that need more basic coding, and Arduino kits are also available for those who have experience with them.

TARGET GROUP
The workshop is designed for a maximum of 16 media makers, artists, designers and producers. All participants are assisted personally in realizing their workshop projects. Participants are not required to have specific technical knowledge of new media, but experience with developing content for interactive media is recommended.

TRAINERS & LECTURERS
We are happy to announce that two of the leading researchers in this field, Timo Arnall (Norway) and Nicolas Nova (Switzerland), are confirmed trainers and lecturers in this workshop.

Two other international specialists: Matt Adams of British hybrid world theatre group BlastTheory and urban screens researcher Mirjam Struppek are still to be confirmed.

INFORMATION AND REGISTRATION
More information on the content of this workshop can be
found at:
http://www.mediamatic.net/hybridworldlab
and in the workshop reader:
http://www.mediamatic.net/article-9691-en.html

The price for this workshop is EUR 360,-. This includes VAT, lunch, technical support, equipment and a person page in the www.mediamatic.net website

You can register for this workshop at
http://www.mediamatic.net/workshopregistration
Please include a short bio and and your reason for joining the workshop.

LINKS
http://www.itu.int/osg/spu/publications/internetofthings/
http://www.mediamatic.net/person-14618-en.html
http://www.mediamatic.net/person-10379-nl.html
http://www.mediamatic.net/person-4709-nl.html
http://www.urbanscreens.org/

This workshop is made possible with the support of the MEDIA PLUS PROGRAMME of the European Community and the Ministry of OCW

found via Mediamatic mailing list.

Relevance: Mediamatic organises a number of relevant workshops throughout the year. I hope to be able to attend one sometime as they are research-related. What are the social and cultural issues that are important to discuss as technology becomes more pervasive in our everyday life?

cfp and pervasive and ubicomp19 Mar 2007 07:57 am

locativemedia.JPG

Call for Submissions

Locative Media Summer Conference :: Research Center “Media Upheavals” :: September 3-5, 2007 :: University of Siegen, Germany. Submissions should include 1) Title, 2) 500-word abstract 3) Selected bibliography and 4) 200-word CV for the presenter. These should be sent to thielmann[at]fk615.uni-siegen.de as pdf or doc attachments by May 15, 2007. Notification of acceptance will be provided two weeks later so as to allow adequate to make travel arrangements. Full papers for publication are due on December 31, 2007.

“Everything is related to everything else, but closer things are more closely related.” (Waldo Tobler’s First Law of Geography, 1970)

Nowadays everything in the media world gets tracked, tagged and mapped. Cell phones become location-aware, computer games move outside, the web is tagged with geospatial information, and geobrowsers like Google Earth are thought of as an entirely new genre of media. Spatial representations have been inflected by electronic technologies (radar, sonar, GPS, WLAN, Bluetooth, RFID etc.) traditionally used in mapping, navigation, wayfinding, or location and proximity sensing. We are seeing the rise of a new generation that is “location-aware”. This generation is becoming familiar with the fact that wherever we are on the planet corresponds with a latitude/longitude coordinate.

The term “Locative Media”, initially coined in 2003 by Karlis Kalnins and the 2006 topic of a special issue of the Leonardo Electronic Almanac, seems to be appropriate for digital media applying to real places, communication media bound to a location and thus triggering real social interactions. Locative Media works on locations and yet many of its applications are still location- independent in a technical sense. As in the case of digital media, where the medium itself is not digital but the content is digital, in Locative Media the medium itself might not be location-oriented, whereas the content is location-oriented. Can Locative Media like digital media thus be understood as an upheaval in the media evolution? This is one question we want to discuss at the Locative Media Summer Conference in Germany.

Locative Media can now be categorized under one of two types of mapping, either annotative (virtually tagging the world) or phenomenological (tracing the action of the subject in the world). Where annotative projects seek to demystify (see all the Google Earth Hacks), tracing-based projects typically seek to use high technology methods to stimulate dying everyday practices such as walking or occupying public space. The Japanese mobile phone culture, in particular, embraces location-dependent information and context- awareness. It is thus projected that in the near future Locative Media will emerge as the third great wave of modern digital technology. The combination of mobile devices with positioning technologies is opening up a manifold of different ways in which geographical space can be encountered and drawn. It thereby presents a frame through which a wide range of spatial practices that have emerged since Walter Benjamin’s urban flaneur may be looked at anew. Or are Locative Media only a new site for old discussions about the relationship of consciousness to place and other people? In the early days of sea travel, it was only the navigator who held such awareness of his exact position on Earth. What would it mean for us to have as accurate an awareness of space as we have of time? In the same way that clocks and watches tell us the exact second, portable GPS devices help us pinpoint our exact location on Earth.

As we dig a bit deeper into how particular Locative Media projects negotiate local and global spaces, we see the increasing “technologisation” and commodification of urban and public spaces. Are Locative Media the avant-garde of the “society of control”? If this kind of media practice resides in pure code (tracklogs), what is the difference between Locative Media and software development? Or is the recent rise of Locative Media just a response to the disappearance of net art?

In reaching beyond art, many of us are becoming familiar with GPS units, such as navigation systems. GPS technologies now appear in mobile, location-aware computing games such as “Mogi” or “Tiger Telematics Gizmondo” which utilize GPS to enable players to see each other’s locations. Most of the location-based games nowadays seem to emphasize collecting, trading and meeting over combat. Does this indicate a social trend in mobile entertainment? Do Locative Media generate more accessible than aggressive play plots? Can we say that the numerous distributed geotagging projects (Flickr, Geocaching etc.) unleashed have given rise to a new genre of collaborative “geocommunities”? Could these geolocated spatio-temporal web portals become a dynamic visualization matrix for all scales, from nano to astro, and incorporate interoperability standards for the biological sciences, the geosciences, history, economics, and other social sciences? And finally, are Locative Media a kind of manifestation of what Bruno Latour means by the “Internet of Things “? By geotagging objects instead of people, and having these objects tell us their stories, do we create what Jean-Jacques Rousseau called for, an awareness of the genealogy of an object as it is embedded in the matrix of its production?

This summer conference will attempt to give an overview of actual research on this topic, especially focusing on how Locative Media tackle social and political contexts of production by focusing on social networking, access and participatory media content including story-telling and spatial annotation. Participants from all relevant disciplines are invited, especially researchers in social science, IT design, urban, media and cultural studies. Project demonstrations are warmly encouraged, but the main objective is to move beyond presentation and to build conceptual and theoretical links and exchanges between disciplines. This kind of conference is meant a forum for the presentation of papers, further discussion, collective reading work and as a preliminary step for the publication of an edited volume in 2008.

Invited and confirmed speakers:

Prof. Dr. Lev Manovich, University of California, San Diego (USA) Prof. Dr. Stephen Graham, University of Durham (GB), Department of Geography Dr. Miya Yoshida, Malmv Art Academy, Lund University (S) Dr. Adrian Mackenzie, Lancaster University (GB)

For further information contact Tristan Thielmann: thielmann[at]fk615.uni-siegen.de. The summer conference is organised by the research group “Media Topographies”of the Collaborative Research Center “Media Upheavals”, University Siegen, Am Eichenhang 50, 57076 Siegen, Germany.

Call for papers pdf is here.

Found via networked performance

Relevance: An excellent opportunity to present some of the research out of our MAGIC lab/UBC Ubicomp group.

games and pervasive and ubicomp09 Dec 2006 05:04 am

capturetheflag2006.jpgThis is a really cool game involving mobile phones from newmindspace, a Canadian company, that was played in Toronto last September. I really wish I was there and I totally love how creative we Canadians are.

Check out the video on youtube.

The return of Capture the Flag! Capture the Flag is a massive, adrenaline-pumping, urban game played on the streets of downtown Toronto. Two teams hide flags in their territory and attempt to capture the enemy flag using subways, streetcars, bicycles, longboards or their own two feet. Join us as we dash through the Financial District, evade the enemy, hide behind Toronto’s skyscrapers, travel through the PATH and score a point.

All participants are strongly encouraged to bring a cellphone and a flashlight. Players use phones to plan strategies. Also, the area is very dimly lit, and you will be glad you brought a flashlight or a head lamp. Additionally, if you are on wheels, please light up your bike!

Relevance: We need more urban street games. Keep public spaces, public. Kevin Bracken and Lori Cherilyn Kufner of newmindspace, you two rock, keep it up. This is the type of pervasive games stuff I would love to do for a PhD.

Thanks to Tony for the sending me the Capture the Flag! video.

Technorati Tags: , , , ,

culture and pervasive and ubicomp12 Nov 2006 09:30 pm

M/C - Media and Culture
http://www.media-culture.org.au/
is calling for contributors to the ‘mobile’ issue of

M/C Journal
http://journal.media-culture.org.au/

M/C Journal is looking for new contributors. M/C is a crossover journal
between the popular and the academic, and a blind- and peer-reviewed
journal. In 2007, M/C Journal celebrates its tenth year in publication.

To see what M/C Journal is all about, check out our Website, which contains
all the issues released so far, at <http://journal.media-culture.org.au/>.
To find out how and in what format to contribute your work, visit
<http://journal.media-culture.org.au/journal/submission.php>.

Call for Papers: ‘mobile’
Edited by Larissa Hjorth & Olivia Khoo

Convergence has become part of burgeoning mobile media. The mobile phone
has come of age. As an integral component of visual media cultures, camera
phone practices are arguably both extending and creating emerging ways of
seeing and representing. In media footage of late, camera phones have been
heralded as providing everyday users with the possibility of self-
expression and voice in the once unidirectional model of mass media. In
addition, the “exchange” and gift-giving economy underpinning mobile phone
practices (Taylor and Harper 2003) is further enunciated by the camera
phone’s ability to “share” moments between intimates (and strangers)
through various contextual frameworks and archives from MMS, blogs, virtual
community sites to actual face-to-face digital storytelling.

This is particularly the case in the Asia-Pacific region, where mobile
practices in locations such as Tokyo and Seoul have brought about new forms
of media use; for example, mobile phones are increasing being deployed to
connect to, among other things, Web 2.0’s burgeoning landscape of social
software. In much of the rhetoric of current media criticism, users are
being interpellated as prosumers (producers plus consumers), but what is
the reality behind this so-called agency? Do users really feel empowered by
the structures of immediacy connected to user-generated content (UGC)? Are
they ‘liberated’ by the multi-media functions of the mobile phone or is the
increasing convergence of mobile media causing more complications than
pleasures?

This issue of M/C Journal seeks papers exploring the role of convergent
mobile technologies in the Asia-Pacific region. The issue aims to explore
the socio-cultural particularities of various adaptations of mobile media,
from case studies on mobile communication in the Asia Pacific, to cross-
cultural analyses of the transborder flows of mobile media production,
representation and consumption. Topics may include:

- Convergent mobile technologies
- The use of mobile technologies in the construction, regulation and upkeep
of social software and virtual communities
- Pervasive mobile gaming
- Mobile communication case studies in the region
- The role of co-presence and maintenance of intimacy and community through
mobile communication
- The “future” of mobile media
- Creativity and mobile media; the aesthetics of mobile media
- Critiques of prosumer rhetoric in mass media
- Emerging forms of techno-nationalism and governmental policies around
‘mobility’ and digital convergent cultures
- The changing role of temporality and spatiality in contemporary case
studies of mobile telephony

Submit your essays of 3000 words in length to the editors at
mobile@journal.media-culture.org.au.

Article deadline: 17 January 2007
Issue release date: 14 March 2007

M/C Journal was founded (as “M/C - A Journal of Media and Culture”) in 1998
as a place of public intellectualism analysing and critiquing the meeting
of media and culture. Contributors are directed to past issues of M/C
Journal for examples of style and content, and to the submissions page for
comprehensive article submission guidelines. M/C Journal articles are blind
peer-reviewed.

——————————

———————————————Further M/C Journal issues scheduled for 2007:

‘adapt’: article deadline 9 March 2007, release date 2 May 2007
‘complex’: article deadline 4 May 2007, release date 27 June 2007
‘home’: article deadline 29 June 2007, release date 22 August 2007
‘error’: article deadline 24 August 2007, release date 17 October 2007
‘vote’: article deadline 19 October 2007, release date 12 December 2007

—————————————————————————
M/C - Media and Culture is located at <http://www.media-culture.org.au/>.
—————————————————————————
M/C Journal is online at <http://journal.media-culture.org.au/>.
All past issues of M/C Journal on various topics are available there.
—————————————————————————

end

Dr Axel Bruns


General Editor editor@media-culture.org.au
M/C - Media and Culture http://www.media-culture.org.au/

Technorati Tags: , , , , ,

games and life and personal and pervasive and ubicomp02 Nov 2006 02:39 am

For people applying to grad school, danah boyd offers helpful tips.

Already Jane McGonigal offers great advice in the comments which I agree with.

Apply to programs in places you would be happy.

For example, If you don’t like rain, don’t come to Vancouver. If you don’t like snow, you probably won’t like Montreal.

Technorati Tags: , ,

games and pervasive and technology and ubicomp and user-generated content24 Oct 2006 10:36 pm

IEEE Pervasive Computing (http://www.computer.org/pervasive/)
Call for Papers
Urban Computing special issue

Also available online at http://tinyurl.com/yfxlvs

SUBMISSION DEADLINE: 15 January 2007
Author guidelines: www.computer.org/pervasive/author.htm
Submission address: http://cs-ieee.manuscriptcentral.com
WIP Deadline: See below
Publication date: June 2007

IEEE Pervasive Computing invites articles about urban computing: the
integration of computing, sensing, and actuation technologies into our
everyday urban settings and lifestyles. Successful integration requires
taking several facets of the urban environment into account at once.
Urban settings frame social behaviors; they encompass architectural
forms and features that may or may not be harmonious with given
technologies; and they are increasingly but variably permeated by
wireless networks and fixed and mobile devices. A key challenge is the
great diversity and density of people, devices, and built artifacts
found in urban places. Urban computing ranges from city-wide
transportation-sensing infrastructure, to services embedded in a cafe,
to the bluetooth “aura” of an individual’s mobile phone as he or she
walks down a street.

We welcome papers on all aspects of pervasive technologies embedded
specifically in the city, especially those that combine social,
architectural, and technological perspectives. We encourage reports of
user studies and other data-gathering exercises; lessons learned from
technology designs and deployments; conceptual frameworks for urban
computing; and fully worked-out visions for the cities of the future.

Example topics include

* Clicks and mortar: the built environment as a tangible interface
to services and applications.
* Archi-tech-ture: designing technology for architecture and
architecture for technology.
* Wireless society: accounts of media or bandwidth sharing and
other social phenomena that emerge from increasing densities of
bluetooth, Wi-Fi, and cellular networks in urban areas.
* Theories of the urban landscape such as space syntax applied to
technological embeddings.
* Street riders: applications for transportation systems and
vehicular technologies, especially car-car and car-street interactions.
* Citizen sensors: sensors that people wear or carry to measure
such factors as pollution levels or the presence of individuals nearby,
and especially applications that combine results from across the city.
* Urban interaction: displays, smart posters and other public
interaction facilities.
* Digital identity: the presentation of self in digital urban life.
* Sous les pavés, la plage (”under the paving stones, the beach,”
from Paris, 1968): investigations exploring alternative digital tags,
markings, traces, and graffiti.
* Urban experiences: technologies for events such as festivals,
mediascapes, other new ways of experiencing the city.
* Come out and play: street games, especially perpetual games, that
remix the city landscape as gameboard.
* Downtownware: middleware for smart streets, buildings, buses,
pedestrians, and so forth—a key aspect being the highly dynamic nature
of these systems.
* The city as a system: system support for metropolitan scale
computational abstractions. One example is spatial programming, where
tuple spaces are embedded as a location-dependent coordination
mechanism, potentially across the city.
* Urban noir: the darker side of urban life: privacy, security …
opportunity or barrier to adoption?
* Real-world deployments: experiences, and lessons learned.

Submissions should be 4,000 to 6,000 words long and should follow the
magazine’s guidelines on style and presentation. All submissions will be
peer-reviewed in accordance with normal practice for scientific
publications. Submissions should be received by 15 January 2007 to
receive full consideration.

In addition to full-length submissions, we also invite work-in-progress
submissions of 250 words or less (submit to Molly Mraz at
mmraz@computer.org). These will not be peer-reviewed but will be
reviewed by the Department Editor Anthony Joseph and, if accepted,
edited by the staff into a feature for the issue. The deadline for
work-in-progress submissions is 1 April 2007.

Guest Editors:
Matthew Chalmers, University of Glasgow, matthew [at] dcs.gla.ac.uk
Michael Joroff, MIT, mljoroff [at] mit.edu
Tim Kindberg, Hewlett-Packard Laboratories, Bristol, timothy [at] hpl.hp.com
Eric Paulos, Intel Research, Berkeley, eric [at] paulos.net

Technorati Tags: , , , , , , ,

games and pervasive and technology and user-generated content22 Oct 2006 09:34 pm

These are fun times we are living in. The Canadian Broadcast Corporation (CBC), has an article about a new alternate reality book called Cathy’s Book. It is authored by Sean Stewart and Jordan Weisman directed I Love Bees, the alternate reality game which won a Webby Award and an International Game Designers Award for Innovation.

Even so, alternate reality games, for now at least, are most often used as viral marketing for movies and video games.

Likewise, for the creators of Cathy’s Book,the blend of fiction and interactivity comes not from activism, but from a background in games and literature. Edmonton-born Sean Stewart has written novels and he and creative partner Jordan Weisman are ARG pioneers. They created what’s considered the first ARG, The Beast, used to promote the Steven Spielberg movie A.I. For them, a big appeal of ARGs lies in their sociability.

“This is an intensely social artistic experience,” says Stewart. “If I read a book and you read a book, we each have our own experience. In an ARG, the audience puts it together. It lives in the place where blogging lives, where people are constantly talking to each other.”

That’s another reason ARGs may have a real future with the generation in their teens now. The so-called Myspace Generation is growing up with social media — the digital network of blogging, instant messaging and social networking. It is an intensely, even hyper-social, group. It’s also a generation increasingly used to digital media as a part of life and a natural component of community.

I grew up reading mystery books such as the Hardy Boys and Nancy Drew and I always feel a part of the action as I followed them on their adventures. Now children can bring the fiction world into their reality.  Super cool that one of them is Canadian.
Relevance:
Regarding my gaming research I am interested in new forms of gaming that involve mixed and novel realities such as TorGame in Toronto. One can look at familiar spaces in a totally different light.

Technorati Tags: , , ,

Next Page »