Affective body memorabilia

Posted: August 31st, 2007 | 1 Comment »

Via Frédéric: Affective Diary is a project conducted by SICS and Microsoft Research by Kristina Höök, Martin Svensson, Anna Ståhl, Petra Sundström and Jarmo Laaksolathi, SICS, Marco Combetto, Alex Taylor and Richard Harper, Microsoft Research.

This diary is based on a “affective body memorabilia” concept since it captures some of the physical, bodily aspects of experiences and emotions of the owner through body sensors, (and uploaded via mobile phone). Eventually, it forms “an ambiguous, abstract colourful body shape”. These shapes can be made available to others and “the diary is designed to invite reflection and to allow the user to piece together their own stories.

The usage scenario is described as follows:

In Affective Diary users carry bio sensors that capture for example movement, skin temperature, galvanic skin response and pulse. Activities on the mobile phone is also captured, sent and received SMSs, Bluetooth presence, photos taken with the camera and music that you have listened to during the use. The user carries the sensors, for example, during a day, in the evening at home the data is downloaded into a tablet PC and the user’s day is represented in Affective Diary as an animation, where the data is shown. The bio data is visualised as characters with different body postures and colours, representing movement and arousal. The data from the mobile phone is graphically represented and clicking on the different representations makes it possible to read SMS-conversations, view other Bluetooth units and photographs and hear the music again. There is also the possibility to scribble in the diary and the characters representing bio data can be changed, both the body posture and the colour. The Affective Diary aims at letting users relive both the physical parts of their experiences as well as the cognitive parts.

Why do I blog this? what I find intriguing (and new) here is that, compared to existing projects (such as Bio-Mapping by Christian Nold) the “history” feature is taken into account (as shown maybe by the picture above). In a sense, it’s interesting to think about how an history of physicological reactions/emotions can be turned into a design object. This is not only interesting in mobile context but also in terms of objects interactions. How would an object register emotional content. Thinking about Ulla-Maaria’s project, it would be curious to add this emotional component (especially about object created by oneself)


Personal Progress Management (PPM)

Posted: August 22nd, 2007 | No Comments »

MyProgress (Via Techcrunch) is a interesting service that provides different “Personal Progress Management (PPM) tools“. It automatically observe and analyze all essential aspects of your life. With MyProgress, you can watch your progress and discover your productivity

MyProgress is a Web 2.0 service aimed to bring progress monitoring features (generally used in computer RPGs) into real lives. It is a family of services we called Personal Progress Management. With MyProgress, users can track their personal finances, skills, knowledge, wealth and health dynamics and figure their place in the real word.
(…)
The core feature of MyProgress is its intelligence: smart technologies track every piece of information users enter, whether it would be a new purchase, capital gains, an hour of photographic or driving experience, rental price change, etc., and provide detailed overview on who these people are and how fast they are progressing in comparison with the others across multiple categories, such as age, occupation, and location. Intelligence squeezes an orange out of every piece of information our customers enter and extrapolates to every single user, thus, it can provide them heaps of analytics about their lives and build very accurate forecasts.

Why do I blog this? I am not interested at all in the “intelligence” freakiness nor in the idea to have a system that analyze my financial data. However, I found intriguing the tracking bit and the affordance+interface to support it. It’s funny how they brand their product as something related to role plying games (“here are dozens of millions of people who spend a lot of time and money playing MMORPGs (Massive Multiplayer Online Role Playing Games), but… aren’t our REAL LIVES much better RPGs?”)… and then extract what they think is the most important point in MMORPG (tracking one’s progress) to provide a service for “real life”.

What can be pertinent is to see how they tie-in all the data generated by individuals (money, health), would there be a possibility to do that for objects?


Mobiscopes

Posted: June 8th, 2007 | No Comments »

Vlad sent me this paper yesterday: T. Abdelzaher, Y. Anokwa, P. Boda, J. Burke, D. Estrin, L. Guibas, A. Kansal, S. Madden, and J. Reich, Mobiscopes for Human Spaces, IEEE Pervasive Computing – Mobile and Ubiquitous Systems, Vol. 6, No. 2, April – June 2007

The authors describe the notion of “mobiscope”, i.e. mobile sensor networks:

a mobiscope is a federation of distributed mobile sensors into a taskable sensing system that achieves high-density sampling coverage over a wide area through mobility. (…) physically coupled to the environment through carriers, including people and vehicles.
(…)
Mobiscopes will be tightly coupled with their users. This presents significant human-factors design challenges and many sociocultural implications that extend beyond limited notions of privacy in data transmission and storage. (…)Mobiscopes are part of our maturing ability to silently watch ourselves and others

Why do I blog this? documenting new terms about sensor technologies.


Glowbots: robot-based evolved relationship

Posted: May 9th, 2007 | 2 Comments »

Glowbots is a very intriguing project by Mattias Jacobsson, Sara Ljungblad, Johan Bodin and Jeffrey Knurek (Future Applications Lab, Viktoria Institute).

GlowBots are small wheeled robots that develop complex relationships between each other and with their owners. They develop attractive patterns that are affected both by user interaction and communication between the robots.
(…)
In the current GlowBots system, when users gently pick up or put their hands around the GlowBots, they react immediately and visibly by producing new patterns on the display. The user can affect the new pattern by actuating the various sensors with sound or light. When the GlowBot is reintroduced to its robot colleauges, it starts to mingle with them and share its new pattern. The other robots are affected by it and start to evolve their own patterns and share them with their neighbors in turn. To observers, the effect is like sowing a seed that spreads among the robot population as they move around.

What is interesting is the way the project has been carried out:

The project began with a series of interviews with people who have unusual pets. Interview results were dissected into categories and recombined to form distinct, intrinsic clusters of characteristics. These clusters were used as raw material for four personas, one of which revealed real-world attributes of a man who owns an unusual pet:
(1) He does not pet his pets, nor is he interested in the pets’ distinct personalities, (2) He is interested in breeding his pets to create nice patterns, (3) He enjoys reading about his pets and often meets up with people who have similar pets, to admire or even exchange pets.

Why do I blog this? I am interested in both the methodology and the outcomes. It seems to be very interesting in terms of the robots-ubicomp convergence; very well connected to the notion of history of interactions as an enabler of new relationships to objects.


Julian Bleecker on WMMNA

Posted: March 20th, 2007 | No Comments »

There is a very dense and relevant interview of Julian Bleecker on WMMNA. The range of topics described there is amazing, some excerpts I like and can be taken as “seed content” of the near future laboratory:

If the project of the digital age is to make everything that we have in “1st life” available in 2nd life, then I think we’re on the wrong path. Laminating 1st life and 2nd life isn’t about creating digital analogs. It’s about elevating human experience in simple and profound ways.
(…)
Finding compelling ways to make 1st life legible and meaningful in 2nd life is probably one of the most fascinating, provocative experiments of the digital networked era. (…) to find experimental vectors that move towards a set of experiences and provocations that link 1st life and 2nd life so that there is a kind of effortless divide, so that it is possible to occupy both simultaneously. Not by having a connected phone so that you’re wandering down a gorgeous, baroque alley in Vienna while staring at your mobile screen, trying to get Google Maps to figure out where you are — I imagine something much more translucent and less literal.
(…)
The kinds of experiments that will help us imagine and create a more habitable, playful world are far more provocative than what anyone trying to make their quarterly numbers will offer. These experiments must question conventional assumptions, find ways to encourage and appreciate whimsy, and recognize that pragmatism got us the world we have now.
(…)
The kinds of experiments I do are ones that tell stories about worlds that may be, or world’s I wouldn’t mind occupying myself, or cautionary stories about possible near futures that make me nervous.

And this leads Julian to describe a current project we have (Julian and I):

turn critters — specifically, in this case, a pet dog — into interaction partners in digital worlds. We’re imagining what a near-future would be like if the partners with whom we interacted were the other occupants of our world, such as pets. We’re making a dog toy for a friend’s one-eyed dog that will manipulate the actions of a Dwarf in World of Warcraft. So there you would have a somewhat playful provocation — pets playing in World of Warcraft. The experiment is less about actually creating a pet playable version of that very complex online game — we don’t suppose for a minute that a dog can play World of Warcraft in the sense of pursuing the goals of the game or comprehending the through-line. But certainly a dog can control a WoW character to the same degree that they can control and manipulate a favorite rag-doll chew toy. This is a test balloon, floated to begin imagining-through-construction a context of participation between pets and humans in the new networked age.

Why do I blog this? well this not surprising I totally agree with Julian’s criticisms and discourse about the hybridation of material/digital environment, 2nd lives and stuff like that; this is essentially things we discussed and we feel as important to push further. The pet dog in World of Warcraft is one of these experiments that might timely lead to presentations (and eventually a report). But, what is important before is maybe to make it more articulate, so let’s wait a bit.


“Hybrid World Lab” workshop

Posted: March 15th, 2007 | No Comments »

People interested in the hybridation between the material world and digital representations (virtual environments? second lives?) might check the Mediamatic workshop called Hybrid World Lab. The event is scheduled for May 7-11 in Amsterdam.

Mediamatic organizes a new workshop in which the participants develop prototypes for hybrid world media applications. Where the virtual world and the physical world used to be quite separated realms of reality, they are quickly becoming two faces of the same hybrid coin. This workshop investigates the increasingly intimate fusion of digital and physical space from the perspective of a media maker.

Some of the topics that will be investigated in this workshop are:
Cultural application and impact of RFID technology, internet-of-things. Ubiquitous computing (ubicomp) and ambient intelligence: services and applications that use chips embedded in household appliances and in public space. Locative media tools, car navigation systems, GPS tools, location sensitive mobile phones. The web as interface to the physical world: geotagging and mashupswith Google Maps & Google Earth. Games in hybrid space.


(Picture Fused Space – SKOR – Wachtmeister 2)

Why do I blog this? I am going to be a trainer/lecturer at that workshop, along with Timo and Matt Adams. Right on spot on some current near future laboratory explorations! It’s going to be a good opportunity to gather some thoughts and work on them with people. People interested can have a lookhere and register there.


A very curious plug

Posted: March 15th, 2007 | No Comments »

(Via j*b), this Plug project by Josh Lifton. He defines it as “A power strip imbued with sensing, computational, and communication capabilities in order to form the backbone of a sensor network“. The artifact looks pretty nifty:

An example of data that can be extracted is presented:

The text that follows on their website describes the picture in a more comprehensive way:

Data taken from the snack vending machine on the third floor of the Media Lab the night before TTT. There three distinct events. First, someone walks by and hits the machine (see vibration graph). Second, two people in conversation buy a snack using a dollar bill. Third, the change from the dollar bill is used to buy the same snack. For each purchase, there are two current spikes, one for the exchange of money and one for the actuation needed to dispense the snack. Conversation ensues throughout. Note that the current and voltage plots are low-passed, peaked versions of the actual AC measurements. All data have been scaled appropriately for ease of viewing.

Why do I blog this? understanding the story behind data/interactions, that’s curious and very apropos when thinking about the hybridation between 1st life and 2nd lives.


A kirkyan

Posted: March 9th, 2007 | 1 Comment »

When talking about connections between the material world and digital environments, terminologies are still fuzzy, a kirkyan is a new word coined by csven:

“A kirkyan is similar to a spime or blogject, but different in that a kirkyan is actually a Thing comprised of a combination of reality instances. One instance exists in our physical world (kirkyan P) and one or more “sibling” instances exist in their respective, independent virtual worlds (kirkyan V1′, V2′, V3′, aso). They are independent yet part of a whole.
(…)
Kirkyans are not “virtual objects first and actual objects second” in the literal sense. It is not necessarily a product of CAD/CAM. A kirkyan might start as a sculpted ceramic piece with embedded firmware and then be three-dimensionally scanned, with all data representing the physical instantiation, kirkyan P, then used to create the transreality sibling(s). A physical replacement would, however, be replicated through a network-controlled process; most likely additive. Consequently, kirkyans do not necessarily begin as data
(…)
Each instantiation carries the “DNA” with which to create the other(s). Each carries the history and learnings of the other(s), so that when one expires, an evolved version can replace it; created from the data stored in the transreality sibling(s).

A kirkyan can be a blogject, with the physical instantiation involved in the physical world as an interactive component of a network that includes the virtual instance(s). Additionally, each instantiation of a kirkyan independently has most of the qualities of a spime”

Why do I blog this? kind of late reading and parsing csven great blogposts about transreality.


Early instances of 1st/2nd life connections and intersections

Posted: February 27th, 2007 | No Comments »

Like V-migo, Teku Teku Angel allows the user to take advantage of his/her movements in the physical environment to make grow a a virtual pet (in the form of an angel) on the Nintendo DS. It’s a pedometer that measure the daily steps and turn them into a mean to make an heavenly creature evolving.

As described on Gizmodo, Otoizm is an impressive product presented at the Toy Forum 2006 in Tokyo. Basically, connected to a music player, this device embeds a tamagotchi-like character that grows according to the genre of music you listen to and memorize phrases or compose tunes. It also has multi-user capabilities: when connected the characters dance with each other.

So, why this is important? simply, it’s another kind of application that engage users in a first life/second life experience. Unlike Teku Teku Angel that is based on a physical experience, Otoizm rather work as the intersection between digital experiences: the intricate relationship between the virtual pet and the music in the form of digital bits. What is missing is an application that would take advantage of both.


Social Objects

Posted: January 12th, 2007 | No Comments »

Ulla-Maaria Mutanen’s new project is called “Social Objecs” and aims at building and testing “simple service concepts for labeling, bookmarking and communicating around design, art and craft objects:

The purpose is to bring together four kinds of groups:
1) technology developers, who are interested in testing their products and applications in concrete settings like museums and design exhibitions
2) designers, manufacturers, artists, and crafters who want to generate online conversations around their work
3) museums and exhibition organizers who are interested in finding new ways to engage with their audience
4) university researchers who are interested in the social practices that connect the online and the physical

Why do I blog this? given her current work with ThingLink, this new project seems to be quite compelling. I don’t know much about it but the idea of extending the social layer about artifacts is of particular interest IMO. Something that would help to track the history of interaction an object has (with its owner, other persons or the environment) is valuable and the narrative that could be generated out of it can be curious.