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<channel>
	<title>Networked_Performance &#187; ubiquitous</title>
	<link>http://transition.turbulence.org/blog</link>
	<description>A research blog about network-enabled performance</description>
	<pubDate>Wed, 14 May 2008 20:44:36 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.2</generator>
	<language>en</language>
			<item>
		<title>Urban Computing: Looking forward and looking backward</title>
		<link>http://transition.turbulence.org/blog/2008/03/04/urban-computing-looking-forward-and-looking-backward/</link>
		<comments>http://transition.turbulence.org/blog/2008/03/04/urban-computing-looking-forward-and-looking-backward/#comments</comments>
		<pubDate>Tue, 04 Mar 2008 21:40:00 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[reblog]]></category>

		<category><![CDATA[public]]></category>

		<category><![CDATA[place]]></category>

		<category><![CDATA[political]]></category>

		<category><![CDATA[city]]></category>

		<category><![CDATA[ubiquitous]]></category>

		<category><![CDATA[urban]]></category>

		<category><![CDATA[surveillance]]></category>

		<category><![CDATA[identity]]></category>

		<category><![CDATA[locative]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/03/04/urban-computing-looking-forward-and-looking-backward/</guid>
		<description><![CDATA[I&#8217;ve finally managed to find the time to read Mike Crang and Stephen Graham&#8217;s recent paper, Sentient Cities: Ambient intelligence and the politics of urban space &#8212; and it&#8217;s really good!
As I&#8217;ve said many times, Graham&#8217;s work on networked urbanism is superb, and Crang&#8217;s work on space, culture and ethnography is also exemplary. Compared to [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/03/naccarato-708705.jpg" alt="naccarato-708705.jpg" />I&#8217;ve finally managed to find the time to read <a href="http://www.dur.ac.uk/geography/staff/geogstaffhidden/?mode=staff&amp;id=336">Mike Crang</a> and <a href="http://www.geography.dur.ac.uk/information/staff/personal/graham/index.html">Stephen Graham</a>&#8217;s recent paper, <a href="http://www.informaworld.com/smpp/content%7Econtent=a788753820%7Edb=all%7Eorder=page">Sentient Cities: Ambient intelligence and the politics of urban space</a> &#8212; and it&#8217;s really good!</p>
<p>As I&#8217;ve said many times, Graham&#8217;s work on networked urbanism is superb, and Crang&#8217;s work on space, culture and ethnography is also exemplary. Compared to American accounts that draw on cybernetics and systems-thinking in architecture and urban planning (think <a href="http://books.google.ca/books?id=wcBo7pq3X1AC">Bill Mitchell</a>, <a href="http://books.google.ca/books?id=VKjSAAAACAAJ&amp;dq=malcolm+mccullough">Malcolm  McCullough</a>, etc.) I find the British cultural geography approach (following  <a href="http://www2.warwick.ac.uk/about/management/vc/research/">Nigel  Thrift</a>, <a href="http://www.nuim.ie/staff/rkitchin/">Rob Kitchin</a> and <a href="http://www.sed.manchester.ac.uk/geography/staff/dodge_martin.htm">Martin  Dodge</a>) far better attuned to the variety and complexity of everyday lived  experience, and the connections between place and identity (i.e. power) over time. Perhaps most importantly, I think this focus on <a href="http://www.informaworld.com/smpp/content%7Econtent=a738565186%7Edb=all%7Eorder=page">spatialisation,  temporalisation and embodiment</a> leads to a critical approach that isn&#8217;t  undermined by the persistent techno-determinism and lack of socio-cultural  nuance that tend to characterise the former.</p>
<p>I&#8217;ve argued before that ubicomp is both imaginary and  concrete, and Crang and Graham also distinguish between various manifestations  of ubiquitous computing:</p>
<blockquote><p>&#8220;[There are] three key contemporary domains within which the  reconfiguration of cities and their politics are being actively imagined and  enacted through the imagination and deployment of ubiquitous computing (or  ‘ubicomp’). This is going on, we suggest, through the production and  dissemination of technological fantasies, the more practical processes of  technological development, and the actual deployment of, and contestation over,  operational ubicomp systems. These three vignettes address: commercial fantasies  of ‘friction-free’ urban consumption; military and security industry attempts to  mobilize ubiquitous computing for the ‘war on terror’; and attempts by artists  to interrupt fantasies of perfect urban control through artistic use of new  ubicomp technologies to try and re-enchant urban space and urban life&#8221;  (791-792).</p></blockquote>
<p>In my mind, the commercial promise (or threat) of  ubicomp pales in comparison to military and government interventions in this  domain. For example, in 2004 the US Defense Science Board:</p>
<blockquote><p>&#8220;saw possibilities to exploit ubiquitous computing technologies in  developing a massive, integrated system of surveillance, spanning the world, and  tailored specifically to penetrating the increasing complexity of urban life.  Such a system, it argued, would once again render the US military’s targets  trackable, locatable – and destroyable. The purpose of the New ‘Manhattan  project’, then, was seen to be to ‘locate, identify, and track, people, things  and activities – in an environment of one in a million – to give the United  States the same advantages in asymmetric warfare [as] it has today in  conventional warfare’&#8221; (800).</p></blockquote>
<p>This plan is connected to broader  trends in <a href="http://privacy.openflows.org/lyon_paper.html">post 9/11  surveillance</a> and has been integrated into the Pentagon&#8217;s &#8220;<a href="http://www.washingtonpost.com/wp-dyn/content/article/2006/02/03/AR2006020301853.html">Long  War</a>&#8221; strategy, which raises critical issues about who has access to  citizen&#8217;s ever-increasing digital traces. But access isn&#8217;t even the primary  issue&#8211;it&#8217;s the government&#8217;s desire to correlate and &#8220;backtrack&#8221; data so that  potential behaviours and situations can be anticipated and controlled. This is  what <a href="http://www.surveillance-and-society.org/articles1/opinion.pdf">Felix  Stalder</a> is describing when he says that data traces don&#8217;t just follow us,  they precede us: &#8220;Before we arrive somewhere, we have already been measured and  classified. Thus, upon arrival, we&#8217;re treated according to whatever criteria  have been connected to the profile that represents us.&#8221;</p>
<p>This kind of  seeing is <span style="font-style: italic">anticipatory</span>, and while it may  have its origins in commercial marketing practice, this kind of <a href="http://www.guardian.co.uk/uk/2005/jul/22/july7.uksecurity9">social sorting  has far more harmful implications</a> than RFID tracking and <span style="font-style: italic">Minority Report</span>-style tailored advertising.  The biggest issue, as Crang and Graham put it, is that &#8220;such a technological  politics, of course, risks delegating whole sets of decisions and, along with  that, the ethics and politics of those decisions, to invisible and sentient  systems&#8221; (811).</p>
<p><img src='http://transition.turbulence.org/blog/images/2008/03/david_foster_nass-714087.jpg' alt='david_foster_nass-714087.jpg' />In an early 2007 <a href="http://www.we-make-money-not-art.com/archives/2007/01/interview-with-7.php">interview  with Adam Greenfield</a>, Régine Debatty asked why there was no mention of art  practice in his popular book, <a href="http://www.studies-observations.com/everyware/">Everyware</a>, and he  responded:</p>
<blockquote><p>&#8220;Not referring to art projects was an explicit decision, based in  part on my desire to limit the discussion to ways in which information  processing would be showing up in everyday life. And almost by definition,  however trenchant or clever the point of view embedded in them may be, art  objects are simply not going to be relevant to that  consideration.&#8221;</p></blockquote>
<p>I strongly disagree with that assessment of  artistic relevance, and Crang and Graham&#8217;s final section on artistic  interventions that seek to &#8220;challenge or subvert (some aspects of) the dominant  commercial and military visions&#8221; (805) successfully makes the point that  locative media and art projects tend to inscribe memories rather than anticipate  actions, and this tendency to look backward instead of projecting forward is  important.</p>
<p>Rather than making us passive or controlling our actions in  particular places, locative media and art &#8220;allow us to claim and mark our  territory&#8221; (807) in multiple ways: as publics, as individuals, as citizens.  While many projects can be seen to romanticise a renewed public sphere, the  collaborative nature of most projects is still distinct from the one-way,  top-down models offered by commercial and military players. They also tend to  make socio-spatial relations <span style="font-style: italic">visible</span>,  rather than rendering them <span style="font-style: italic">invisible</span>.  The primary drawback here is that &#8220;these moves risk making what was formerly  protected by its opacity and transitoriness, visible and recordable&#8221; (812). But  as Crang and Graham also put it, &#8220;these artistic media are trying to densify the  liquid – not solidify places&#8221; (810) and &#8220;the effect of memory is not the  creation of perfectly known environments. Rather, it involves a destabilization  of spaces, a haunting of place with absent others&#8221; (812).</p>
<p>However, it&#8217;s  in their conclusions that I find the necessary pragmatism and the most  hope:</p>
<blockquote><p>&#8220;Urban ubicomp clearly has a fetishistic power in appearing to  finally offer solutions by rendering place and space utterly transparent in some  simple, deterministic way. Indeed, we would argue that there is a danger that  locative media are equally seen as a technical fix for oppositional voices and  alternative histories in art projects. In this sense the myths matter and have  effects. But they are only mythologies of a perfect, uniform informational  landscape. In reality, the seamless and ubiquitous process of pure urban  transparency that many accounts suggest will always be little but a fantasy. In  practice, the linking of many layers of computerized technology is generally a  ‘kludge’&#8230;</p>
<p>[&#8230;]</p>
<p>Far from the pure vision of what de Certeau  calls the ‘concept city’, we may find the production of myriads of little  stories – a messy infinity of ‘Little Brothers’ rather than one omniscient ‘Big’  Brother. Some of these may be commercial, some personal, maybe some militarized.  There is a real issue about proliferating knowledges circulating routinely and  more or less autonomously of people. But it would seem to us that the political  options are not those of rejection or romanticizing notions of disconnection.  Rather, it is to work through the inevitable granularity and gaps within these  systems, to find the new shadows and opacities that they produce&#8221;  (813-14).</p></blockquote>
<p>For anyone who wants more, here are some <a href="http://mastersofmedia.hum.uva.nl/2008/02/29/mobile-city-conference-stephen-graham-on-the-politics-of-urban-space/">notes  on Stephen Graham&#8217;s keynote</a> at the recent <a href="http://www.themobilecity.nl/">Mobile City Conference</a> that cover some  of the same material.</p>
<p>Photos, <a href="http://www.flickr.com/photos/naccarato/252514436/">Naccarato</a> &amp; <a href="http://www.flickr.com/photos/thewet/2069889578/">David Foster  Nass</a></p>
<p><span style="font-weight: bold">Update 01/03/08:</span> <a href="http://liftlab.com/think/fabien/2008/03/01/sentient-cities-ambient-intelligence-and-the-politics-of-urban-space/">Fabien  Girardin</a> adds some interesting links to this discussion, and reminds me how  little time I have to keep up on others&#8217; work right now. I can&#8217;t believe I  missed Nicholas and Fabien&#8217;s recent pamphlet, <a href="http://www.girardin.org/fabien/publications/sliding_friction.pdf">Sliding  Friction: The Harmonious Jungle of Contemporary Cities</a> (pdf). The  infrastructure section reminded me of <a href="http://www.webopticon.com/about">Jeff Maki</a>&#8217;s very cool <a href="http://www.webopticon.com/projects/critical_infrastructure">Critical  Infrastructure</a> project. [blogged by Anne Galloway on <a href="http://www.purselipsquarejaw.org/2008/02/urban-computing-looking-forward-and.php">Purse Lips Square Jaw</a>]</p>
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		<title>e-MobiLArt: European Mobile Lab for Interactive Artists</title>
		<link>http://transition.turbulence.org/blog/2008/02/12/e-mobilart-european-mobile-lab-for-interactive-artists/</link>
		<comments>http://transition.turbulence.org/blog/2008/02/12/e-mobilart-european-mobile-lab-for-interactive-artists/#comments</comments>
		<pubDate>Tue, 12 Feb 2008 16:29:13 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[interaction]]></category>

		<category><![CDATA[exhibition]]></category>

		<category><![CDATA[collaboration]]></category>

		<category><![CDATA[art + science]]></category>

		<category><![CDATA[workshop]]></category>

		<category><![CDATA[ubiquitous]]></category>

		<category><![CDATA[installation]]></category>

		<category><![CDATA[locative]]></category>

		<category><![CDATA[mobile]]></category>

		<category><![CDATA[calls + opps]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/02/12/e-mobilart-european-mobile-lab-for-interactive-artists/</guid>
		<description><![CDATA[e-MobiLArt: European Mobile Lab for Interactive Artists - Call for Artists and Scientists :: Deadline: March 16, 2008.
e-MobiLArt is a project tailored around the process of creating collaborative interactive installation artworks. Such interactive mediated environments may involve the use of multimodal interfaces, ubiquitous computing and mobile or locative media technologies. The e-MobiLArt project aims to [...]]]></description>
			<content:encoded><![CDATA[<p><img src='http://transition.turbulence.org/blog/images/2008/02/emobilart.jpg' alt='emobilart.jpg' /><a href="http://www.media.uoa.gr/emobilart"><strong>e-MobiLArt: European Mobile Lab for Interactive Artists</strong></a> - Call for Artists and Scientists :: <em>Deadline:</em> March 16, 2008.</p>
<p><strong>e-MobiLArt</strong> is a project tailored around the process of creating collaborative interactive installation artworks. Such interactive mediated environments may involve the use of multimodal interfaces, ubiquitous computing and mobile or locative media technologies. The <strong>e-MobiLArt</strong> project aims to provide selected participants with an ideal context, that will allow them to travel, collaborate and exhibit their work. During this project, artists and scientists who are active in creating interactive media art or pursuing innovative interdisciplinary research will have the opportunity to: </p>
<p>- create interactive installation artworks<br />
- collaborate with other artists and scientists from different countries<br />
- get technical support and tuition from experts on using innovative technologies for creating interactive art<br />
- meet, discuss and collaborate with curators and museum organizers<br />
- exhibit their work in at least two different European countries<br />
- document their work in a special issue of Leonardo Electronic Almanac and the exhibition catalogue<br />
- participate in an international network of artists, researchers, academics and theorists</p>
<p>Eligibility / requirements: Artists from all disciplines are encouraged to apply to <strong>e-MobiLArt</strong>: interactive installation artists, video artists, visual artists, net artists, as well as musicians, choreographers, performance artists and others who wish to experiment with the use of interactive technologies.</p>
<p>Individuals with a scientific background and the willingness to experiment in a collaborative artistic project, as described above, are also eligible. Selected participants will attend three (3) workshops. During (and in between) the workshops, participants will work in groups in order to develop their projects by:</p>
<p>- Following an open process of artistic creation and experimentation<br />
- Getting support on technical and theoretical issues<br />
- Complementing each other&#8217;s skills within an interdisciplinary collaborative creative process<br />
- Enhancing their technical skills through hands-on creative activity<br />
- Creating artworks that will reflect the process of intercultural dialogue<br />
- Participating in an on-line network of communication</p>
<p>Dates of the workshops: (precise dates will be announced till the end of February)</p>
<p>- 1st Workshop: Athens, June 2008<br />
- 2nd Workshop: Rovaniemi, August 2008<br />
- 3rd Workshops: Vienna, February 2009</p>
<p>Exhibitions: After the workshops, the resulting interactive installation artworks will be exhibited in at least two museum / gallery spaces: the State Museum of Contemporary Art in Thessaloniki, Greece (possibly during the 2009 Biennale) and the Gallery of the Academy of Fine Arts in Katowice, Poland. These exhibitions will take place in autumn 2009.</p>
<p>Deadline for applications: Sunday, March 16th, 2008.</p>
<p>Project partners and sponsors:</p>
<p>The e-MobiLArt Project is under the support of the CULTURE 2007 Programme of the European Union. It is co-coordinated by the University of Athens (Greece). Co-organising partners are: the University of Applied Arts Vienna (Austria) and the University of Lapland (Finland).</p>
<p>Associate partners are: Leonardo/OLATS (France), Group Haute Ecole ICHEC Saint Louis (Belgium), State Museum of Contemporary Art in Thessaloniki (Greece), The Academy of Fine Arts - Katowice (Poland) and Cycling74 (U.S.A.).</p>
<p>Contact emobilart [at ] gmail.com.</p>
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		<title>Oxford Internet Institute Webcasts</title>
		<link>http://transition.turbulence.org/blog/2007/10/18/oxford-internet-institute-webcasts/</link>
		<comments>http://transition.turbulence.org/blog/2007/10/18/oxford-internet-institute-webcasts/#comments</comments>
		<pubDate>Thu, 18 Oct 2007 15:30:17 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[ubiquitous]]></category>

		<category><![CDATA[networked]]></category>

		<category><![CDATA[public]]></category>

		<category><![CDATA[webcast]]></category>

		<category><![CDATA[social networks]]></category>

		<category><![CDATA[locative]]></category>

		<category><![CDATA[urban]]></category>

		<category><![CDATA[mobile]]></category>

		<category><![CDATA[augmented/mixed reality]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2007/10/18/oxford-internet-institute-webcasts/</guid>
		<description><![CDATA[Urban Informatics: The Internet, locative media and mobile technology for urbanites by Marcus Foth - Cities are exciting. Cities are buzzing. They are alive with movement. A rapid flow of exchange is facilitated by a meshwork of infrastructure connections: road systems, building complexes, information and communication technology and people networks. In this environment, the Internet [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2007/10/webcasts.jpg" alt="webcasts.jpg" /><strong>Urban Informatics: The Internet, locative media and mobile technology for urbanites</strong> by <em>Marcus Foth</em> - Cities are exciting. Cities are buzzing. They are alive with movement. A rapid flow of exchange is facilitated by a meshwork of infrastructure connections: road systems, building complexes, information and communication technology and people networks. In this environment, the Internet has advanced to become the prime communication medium that connects many threads across the fabric of urban life.</p>
<p>The increasing ubiquity of Internet services and applications has led many scholars to question the dichotomy between cyberspace and real space. New media and information and communication technology afford an increasingly seamless transition between mediated and unmediated forms of interaction. Driven by curiosity, initiative and interdisciplinary exchange, &#8216;urban informatics&#8217; is an emerging cluster of people interested in research and development at the intersection of people, place and technology with a focus on cities, locative media and mobile technology. Archived <a href="http://webcast.oii.ox.ac.uk/?view=Webcast&amp;ID=20070815_207">webcast here</a>.</p>
<p><strong>Through the Network (of Networks) - the Fifth Estate</strong> by <em>William Dutton</em> - The media are often seen as central to democratic processes: a &#8216;fourth estate&#8217; independent of government and other powerful institutions. Now, the Internet and Web are creating a new space for networking institutions, people, information and other resources, with individuals being linked in ways that support greater accountability in politics and the media. Professor Dutton examines the emergence of such a &#8216;fifth estate&#8217; and its social, political and other implications, including its impact on the quality and integrative capability of our information environment. Full <a href="http://www.oii.ox.ac.uk/events/20071015_WD_5thEstateLecture.pdf">text</a> [PDF]. Archived <a href="http://webcast.oii.ox.ac.uk/?view=Webcast&amp;ID=20071015_208">webcast here</a>.</p>
<p>Browse webcasts <a href="http://webcast.oii.ox.ac.uk/?view=Browse">here</a>.</p>
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		<title>From Dreams of Transcendence to the ‘Remediation’ of Urban Life</title>
		<link>http://transition.turbulence.org/blog/2007/10/11/from-dreams-of-transcendence-to-the-%e2%80%98remediation%e2%80%99-of-urban-life/</link>
		<comments>http://transition.turbulence.org/blog/2007/10/11/from-dreams-of-transcendence-to-the-%e2%80%98remediation%e2%80%99-of-urban-life/#comments</comments>
		<pubDate>Thu, 11 Oct 2007 16:51:04 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[body]]></category>

		<category><![CDATA[writings]]></category>

		<category><![CDATA[place]]></category>

		<category><![CDATA[ubiquitous]]></category>

		<category><![CDATA[technology]]></category>

		<category><![CDATA[urban]]></category>

		<category><![CDATA[virtual]]></category>

		<category><![CDATA[augmented/mixed reality]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2007/10/11/from-dreams-of-transcendence-to-the-%e2%80%98remediation%e2%80%99-of-urban-life/</guid>
		<description><![CDATA[ [Image: Remediation: Understanding New Media by Jay David Bolter and Richard Grusin] &#8220;[&#8230;] (F)ar from being a complete and revolutionary break with the past, new media maintain many intimate connections with old media, technologies, practices and (electromechanical) infrastructures and spaces (telephone, broadcasting, electricity, highway, streets, airline, logistics systems, and so forth). Therefore, the so-called [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2007/10/0262522799-f30.jpg" alt="0262522799-f30.jpg" /> <small><em>[Image: <a href="http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&amp;tid=3468">Remediation: Understanding New Media</a> by Jay David Bolter and Richard Grusin]</em></small> &#8220;[&#8230;] (F)ar from being a complete and revolutionary break with the past, new media maintain many intimate connections with old media, technologies, practices and (electromechanical) infrastructures and spaces (telephone, broadcasting, electricity, highway, streets, airline, logistics systems, and so forth). Therefore, the so-called ‘information age’ is best considered not as a revolution, but as a complex and subtle amalgam of new technologies and media fused on to, and ‘remediating’, old ones (Bolter and Grusin, 2000: 183) &#8230;</p>
<p>As Bolter and Grusin suggest: <em>[Cyberspace] is very much a part of our contemporary world and &#8230; it is constituted through a series of remediations. As a digital network, cyberspace remediates the electric communications networks of the past 150 years, the telegraph and the telephone; as virtual reality, it remediates the visual space of painting, film, and television; and as social space, it remediates such historical places as cities and parks and such ‘nonplaces’ as theme parks and shopping malls. Like other contemporary telemediated spaces, cyberspace refashions and extends earlier media, which are themselves embedded in material and social environments. (2000: 183)</em></p>
<p>[&#8230;] In their obsession with the ethereal worlds of new media – with the blizzards of electrons, photons and bits and bytes on screens – most new media researchers and commentators have ignored consistently the fact that it is real wires, fibres, ducts, leeways, satellite stations, mobile towers, web servers, and – not to be ignored – real electricity systems, that make all of this possible. All these are physically embedded and located in real places. They are expensive. They are profoundly material.</p>
<p>[&#8230;] Above all, while there is no doubt that new media can act as ‘prostheses’ to extend human actions, identities and communities in time and space, it does not follow that the human self is ‘released from the fixed location of the body, built environment or nation’. Rather, ‘the self is always somewhere, always located in some sense in some place, and cannot be totally unhoused’ (Kaplan, 2002: 34).</p>
<p>Crucially, the social construction and experience of the body and geographical space and place actually grounds and contextualize the applications and uses of new technologies. As cultural geographer Denis Cosgrove suggests: <em>The urban world networked by [Bill] Gates’ technologies strung out on the wire is not disconnected, abstract, inhuman; it is bound in the places and times of actual lives, into human existences that are as connected, sensuous and personal as they ever have been.</em> (Cosgrove, 1996: 1495)</p>
<p>[&#8230;] (N)ew media technologies are becoming so miniaturized and embedded into the artefacts of daily urban life – cars, toys, homes, streets, etc – that they often become less visible as separate artefacts and are experienced more subtly through their fusion into the wider material culture of urban society&#8230;&#8221; From <a href="http://www.geography.dur.ac.uk/information/staff/personal/graham/pdf_files/27.pdf"><strong>Beyond the ‘Dazzling Light’: From Dreams of Transcendence to the ‘Remediation’ of Urban Life - A Research Manifesto</strong></a> by STEPHEN GRAHAM, Newcastle University, UK, 2004. [<a href="http://liftlab.com/think/nova/2007/10/11/analysing-the-remediation-of-urban-life/">via</a>]</p>
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		<title>Live Stage: Wiki City [Rome]</title>
		<link>http://transition.turbulence.org/blog/2007/09/06/live-stage-wiki-city-rome/</link>
		<comments>http://transition.turbulence.org/blog/2007/09/06/live-stage-wiki-city-rome/#comments</comments>
		<pubDate>Thu, 06 Sep 2007 14:21:53 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[city]]></category>

		<category><![CDATA[mapping]]></category>

		<category><![CDATA[visualization]]></category>

		<category><![CDATA[site-specific]]></category>

		<category><![CDATA[public]]></category>

		<category><![CDATA[event]]></category>

		<category><![CDATA[livestage]]></category>

		<category><![CDATA[locative]]></category>

		<category><![CDATA[mobile]]></category>

		<category><![CDATA[wireless]]></category>

		<category><![CDATA[ubiquitous]]></category>

		<category><![CDATA[participation]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2007/09/06/live-stage-wiki-city-rome/</guid>
		<description><![CDATA[&#8216;Wiki City Rome&#8217; to draw a map like no other by Greg Frost and Patti Richards, MIT News Office - Residents of Italy&#8217;s capital will glimpse the future of urban mapmaking next month with the launch of Wiki City Rome, a project developed at the Massachusetts Institute of Technology that uses data from cellphones and [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2007/09/wikicity2.jpg" alt="wikicity2.jpg" /><strong><a href="http://web.mit.edu/newsoffice/2007/wikicity-0830.html">&#8216;Wiki City Rome&#8217; to draw a map like no other</a></strong> by <em>Greg Frost</em> and <em>Patti Richards</em>, MIT News Office - Residents of Italy&#8217;s capital will glimpse the future of urban mapmaking next month with the launch of <a href="http://senseable.mit.edu/wikicity/rome"><strong>Wiki City Rome</strong></a>, a project developed at the Massachusetts Institute of Technology that uses data from cellphones and other wireless technology to illustrate the city&#8217;s pulse in real time.</p>
<p>The project will debut Sept. 8 during Rome&#8217;s <a href="http://www.lanottebianca.it/default.aspx?pagina=homepage_en&amp;IdLingua=2">Notte Bianca</a> or white night, an all-night festival of events across the capital city. During that night, anyone with an Internet connection will be able to see a unique map of the Italian capital that shows the movements of crowds, event locations, the whereabouts of well-known Roman personalities, and the real-time position of city buses and trains.</p>
<p>The map will also be broadcast on a big-screen display in one of Rome&#8217;s main squares in the city center, giving Romans real-time feedback on the human dynamics in their immediate surroundings.</p>
<p><strong>Wiki City Rome</strong> stems from MIT&#8217;s <a href="http://senseable.mit.edu/">SENSEable City Laboratory</a>, an initiative directed by Carlo Ratti that studies the impact of new technologies on cities. The project builds on the work of <strong><a href="http://senseable.mit.edu/realtimerome/">Real Time Rome</a></strong>, presented during the 2006 Venice Architecture Biennale, the prestigious biannual exhibition of contemporary art.</p>
<p><img src="http://transition.turbulence.org/blog/images/2007/09/wikicity.jpg" alt="wikicity.jpg" />Organizers say <strong>Wiki City Rome</strong> raises the intriguing prospect of a map drawn on the basis of dynamic elements of which the map itself is an active part. According to researcher Francesco Calabrese of SENSEable City Lab, a person could consult the map to find the most crowded place in Rome to drink an aperitivo - and then identify the least congested route by which to reach it.</p>
<p>&#8220;Rome&#8217;s Notte Bianca is all about the city, the people and the events, and <strong>Wiki City Rome</strong> will give Romans a new awareness of how they move within their city in response to this exceptional pulse of activities,&#8221; said researcher Kristian Kloeckl, a SENSEable City Lab member who is also working on the project.</p>
<p>&#8220;How do people react towards this new perspective on their own city while they are determining the city&#8217;s very own dynamic? How does having access to real-time data in the context of possible action alter the process of decision-making in how to go about different activities?&#8221; Kloeckl asked. &#8220;These are among the questions we may be able to answer.&#8221;</p>
<p>By looking at a city using a &#8220;real-time control system&#8221; as a working analogy, the <em>Wiki City</em> project studies tools that enable people to become prime actors themselves in improving the efficiency of urban systems. In coming years, the <em>Wiki City</em> project will develop as an open platform where anybody can download and upload data that are location and time sensitive.</p>
<p>&#8220;By deploying developments of the &#8216;Web 2.0&#8242; and the &#8216;Semantic Web,&#8217; <em>Wiki City</em> can be a significant leap forward towards a pervasive &#8216;internet of things&#8217; to support human action and interaction,&#8221; said Carlo Ratti.</p>
<p>Ratti&#8217;s team obtains its data anonymously from cell phones, GPS devices on buses and taxis, and other wireless mobile devices. Data are made anonymous and aggregated from the beginning, so there are no implications for individual privacy.</p>
<p>Partnering with the SENSEable City Lab on <strong>Wiki City Rome</strong> are SEAT Pagine Gialle, Telecom Italia, Telespazio, the Rome public transportation authority ATAC, La Repubblica, and Trenitalia.</p>
<p>In addition to Kloeckl, Calabrese and Ratti, members of the Wiki City Rome team include Assaf Biderman, Bernd Resch, and Fabien Girardin.</p>
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		<title>Live Stage: Wayfarer [Sydney]</title>
		<link>http://transition.turbulence.org/blog/2007/08/16/live-stage-wayfarer-sydney/</link>
		<comments>http://transition.turbulence.org/blog/2007/08/16/live-stage-wayfarer-sydney/#comments</comments>
		<pubDate>Thu, 16 Aug 2007 20:11:48 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[ubiquitous]]></category>

		<category><![CDATA[livestage]]></category>

		<category><![CDATA[audio/visual]]></category>

		<category><![CDATA[site-specific]]></category>

		<category><![CDATA[hybrid]]></category>

		<category><![CDATA[immersion]]></category>

		<category><![CDATA[augmented/mixed reality]]></category>

		<category><![CDATA[game]]></category>

		<category><![CDATA[urban]]></category>

		<category><![CDATA[performance]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2007/08/16/live-stage-wayfarer-sydney/</guid>
		<description><![CDATA[Wayfarer :: September 5-8 at Sydney&#8217;s Performance Space: Wayfarer by Kate Richards and Martyn Coutts is a live game space, where  teams of audience direct their player through a mysterious, hidden territory.  The performer&#8217;s body-mounted computers send streamed video, audio and locative  data to the Wayfarer software, which is projected back to [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2007/08/wayfarer.jpg" alt="wayfarer.jpg" /><strong><em>Wayfarer :: </em></strong>September 5-8 at Sydney&#8217;s <a href="http://www.performancespace.com.au/program_details.php?programid=143">Performance Space</a>: <strong><em>Wayfarer</em></strong> by Kate Richards and Martyn Coutts is a live game space, where  teams of audience direct their player through a mysterious, hidden territory.  The performer&#8217;s body-mounted computers send streamed video, audio and locative  data to the <strong><em>Wayfarer</em></strong> software, which is projected back to the  audience. Part exploration, part competition, part surreal thriller,  <strong><em>Wayfarer</em></strong> is a truly hybrid event, where live and mediated performance,  urban choreography, ubiquitous computing, gameplay and site specificity come  together in a volatile mix.</p>
<p><strong><a href="http://www.realtimearts.net/article.php?id=8621">From the Simplest of Interfaces: Complexity</a> / <em>Keith Gallasch talks with media artist Kate Richards</em></strong>: Wayfarer has been three years in development and has physical theatre performers at its centre. Richards has always been attracted to engaging with performers, working with them on film and for voiceovers: “and I’m a bit of a frustrated performer myself even though it terrifies me.”</p>
<p>The work was initially conceived in 2004 at Time_Place_Space [the laboratory which brought together media artists and performers over five years]: “I teamed up with Martyn Coutts and we got on like a house on fire. He’s a physical performer from Tasmania interested in technology, he’s done a few technological projects and has strong theatre production management skills. We put together a concept in about an hour from a provocation from the workshop convenors, but it’s been through various changes since.”</p>
<p>Richards describes Wayfarer as combining “the exploration of a strange space, live performance and interesting technologies. It’s effectively a live game. The audience groups each have a player whom they drive using voice. The conceit is that the audience is outside and the performer inside a building they don’t know. It’s timely to premiere it at CarriageWorks because a lot people don’t know the back of the building yet.”</p>
<p>The performers move through the building wearing small chest-mounted computers “which send streamed video to our software and audio through VOIP to the audience who communicate via microphone. The performers also have RFID readers that can read tags (which trigger films about the site), like bar codes, in the building, and also so the site knows where they are. There are key game elements—time limits, issues of agency, how much for the performers, how much for the audience. There’s a series of tasks and goals you have to achieve to finish the game and beat the clock.”</p>
<p>The teams will operate near each other in the massive CarriageWorks foyer, working to a large screen with their voices: “Voice is the most flexible interface you can have. Anything you say is a potential action.” As for performer interplay, “If and when the performers intersect, the software splits the screen, so that the audience see up to four points of view.”</p>
<p>Richards says she has been particularly influenced by the UK’s Blast Theory (see p6): “When you participate in one of their works, it alters your consciousness because they’ve got a stong social enquiry imperative, the works are well designed and not always dependent on hardware—it might be about team mentality, for example, having to ‘buddy up’ with someone for a long period. We’d like our audience to be confronted by their own behaviour, their improvising, their relationship with a performer. We want the stakes to be high, an ethical spectacle. We like spectacle, we like games but we want something gritty, to be challenged. We want moral dilemmas.”</p>
<p>As with Bystander, Richards says that the hardware and software can be adapted for various users, for example text-driven theatre or community projects. As for the design, she admits, “I understand it in principle but it’s hard until it’s functional.” It’s a long way away from the mechanics of Super 8, but clearly for Richards a road well worth taking.</p>
<p>Above all, Kate Richards is emphatic that “immersive” doesn’t mean having to push buttons, learn rules, make mechanical decisions or rely just on the intellect. “It’s in the way you move. It’s in your voice and what you say.” The game is on. Enter the ethical spectacle. Complexity.</p>
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		<title>Ubiquitous Media: Asian Transformations</title>
		<link>http://transition.turbulence.org/blog/2007/04/10/ubiquitous-media-asian-transformations/</link>
		<comments>http://transition.turbulence.org/blog/2007/04/10/ubiquitous-media-asian-transformations/#comments</comments>
		<pubDate>Tue, 10 Apr 2007 11:39:26 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[ubiquitous]]></category>

		<category><![CDATA[mobile]]></category>

		<category><![CDATA[calls + opps]]></category>

		<guid isPermaLink="false">http://turbulence.org/blog/2007/04/10/ubiquitous-media-asian-transformations</guid>
		<description><![CDATA[CALL FOR PROPOSALS
Ubiquitous Media: Asian Transformations (Tokyo July 13-16,2007) :: DEADLINE: April 26 :: Plenary speakers will include: Rem Koolhaas (OMA Rotterdam); Mark B.N. Hansen (University of Chicago); Katherine Hayles (University of California at Los Angeles); Shigehiko Hasumi (Former President of The University of Tokyo); Ken Sakamura (The University of Tokyo); Barbara Maria Stafford (University [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="ubiqmedia.gif" src="http://www.turbulence.org/blog/images/ubiqmedia.gif" width="287" height="59" border="0" style="float: left; margin: 0px 5px 5px 0px";><H4>CALL FOR PROPOSALS</H4>
<p><a href="http://www.u-mat.org/eng/index.html"><b>Ubiquitous Media: Asian Transformations</b></a> (Tokyo July 13-16,2007) :: DEADLINE: April 26 :: Plenary speakers will include: <b>Rem Koolhaas</b> (OMA Rotterdam); <b>Mark B.N. Hansen</b> (University of Chicago); <b>Katherine Hayles</b> (University of California at Los Angeles); <b>Shigehiko Hasumi</b> (Former President of The University of Tokyo); <b>Ken Sakamura</b> (The University of Tokyo); <b>Barbara Maria Stafford</b> (University of Chicago); <b>Friedrich Kittler</b> (Humboldt University); <b>Akira Asada</b> (Kyoto University); and <b>Bernard Stiegler</b> (Centre Georges-Pompidou, Paris).</p>
<p>Today media are increasingly ubiquitous: more and more people live in a world of Internet pop-ups and streaming television, mobile phone texting and video clips, MP3 players and pod-casting. The media mobility means greater connectivity via smart wireless environments in the office, the car and airport. It also offers greater possibilities for recording, storage and archiving of media content. This provides not just the potential for greater choice and flexibility in re-working content (tv programmes, movies, music, images, textual data), but also great surveillance (CCTV cameras, computer spyware, credit data checking and biometrics). The media, then, can no longer be considered to be a monolithic structure producing uniform media effects. Terminology such as &#8216;multi-media,&#8217; and &#8216;new media,&#8217; fail to adequately capture the proliferation of media forms. Indeed, as media become ubiquitous they become increasingly embedded in material objects and environments, bodies and clothing, zones of transmission and reception. Media pervade out bodies, cultures and societies.<br />
These ubiquitous media constitute our consumer and brand environment. Their interfaces and codes pervade our bodies and our biology. They pervade our urban spaces. They are ubiquitous in art, religion and our use of language. Yet from another angle art and language are, and have immemorially been, media. Media are about the physical, algorithm and generative code; but they are also immaterial and metaphysical. Communication is about channels and hardware/software; but communication is also about communion and community. Media deal in images: that is in the material; but their idiom is also symbols and the transcendental.</p>
<p>To theorize about today&#8217;s world, we evidently need to theorize media. Yet to theorize media also means we need to focus on how technological media are used in everyday practices. Not least, we need to address the question of the relationship of media practices to politics. This opens up questions about the formation of informed publics, new social movements and media events, not just the alleged need to combat media terrorism, nationalism and crime. Suggesting further questions about the power and influence of transnational media, intellectual property rights and openness of access. Raising issues of generativity, creativity and critical intervention.</p>
<p>Asia - East Asia, South Asia, and increasingly crucial, the Middle East - are becoming sites for these processes. Global geopolitics has been restructured by the &#8216;rise&#8217; of China and India and the turbulence of the Middle East. With concomitant transformations of the role of the West and Japan, this conference becomes also a question of &#8216;ubiquitous Asia.&#8217; These transformations are producing new trans-Asian culture industries, social movements and activism. At stake are a set of transformations of Asian culture(s) itself - of language, and modes of cultural thought and being. We will seek to address these uestions of media transformations and their relation to social and cultural processes in a number of plenary sessions, paper sessions, round tables and events.</p>
<p>About Organizers</p>
<p>This conference is organized by Theory, Culture &#038; Society and Interfaculty Initiative in Information Studies / Graduate School of Arts and Sciences, The University of Tokyo.</p>
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		<title>NOEMA</title>
		<link>http://transition.turbulence.org/blog/2007/03/25/noema-2/</link>
		<comments>http://transition.turbulence.org/blog/2007/03/25/noema-2/#comments</comments>
		<pubDate>Sun, 25 Mar 2007 13:33:28 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[public/private]]></category>

		<category><![CDATA[social networks]]></category>

		<category><![CDATA[ubiquitous]]></category>

		<category><![CDATA[surveillance]]></category>

		<category><![CDATA[cyberreality]]></category>

		<category><![CDATA[augmented/mixed reality]]></category>

		<category><![CDATA[game]]></category>

		<category><![CDATA[virtual]]></category>

		<category><![CDATA[participation]]></category>

		<guid isPermaLink="false">http://turbulence.org/blog/2007/03/25/noema</guid>
		<description><![CDATA[
Ideas + Survey
Generic Infrastructures [2] by Rob van Kranenburg: Today we are in the worst situation imaginable. Our global and undisputed computing paradigm posits that computing processes are successful only in as much as they disappear from view. Our design focus is ever more following Philips untenable but seductive ‘sense and simplicity’ resulting in the-bug-as-a-feature-design [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.turbulence.org/blog/images/city3.jpg" alt="city3.jpg" style="margin: 0px 5px 5px 0px; float: left" border="0" height="144" width="117" /></p>
<h4>Ideas + Survey</h4>
<p><a href="http://www.noemalab.org/sections/ideas/ideas_articles/kranenburg_infracstructure/kranenburg_infrastructure2.html"><strong>Generic Infrastructures [2]</strong></a> by Rob van Kranenburg: Today we are in the worst situation imaginable. Our global and undisputed computing paradigm posits that computing processes are successful only in as much as they disappear from view. Our design focus is ever more following Philips untenable but seductive ‘sense and simplicity’ resulting in the-bug-as-a-feature-design of the Ipod Shuffle. Our educational system is following this systemic hide-complexity strategy that favors the large industrial labs, IT conglomerates and above all their clinging to notions of IP and the patent that are firmy tied to their notions of doing business and making money. And our users, us? We are YOU, the most influential person of the year 2006, according to TIME Magazine. You fill the Wikipedia entries in your spare time, you blog your daily activities, you co-bookmark on de.l.i.c.i.o.u.s, upload your photos to flickr, you buy mating gear in Second Life, and mark your position on Plazer or Google Earth. You fill out the forms. Isn’t it time you start questioning the principles behind the formats? And, to make matters even worse, your na¯ve ideas of sharing are corrupting notions of privacy, transparency and informational architecture symmetry.<br />
<img src="http://www.turbulence.org/blog/images/noema_logo.jpg" alt="noema_logo.jpg" style="margin: 0px 5px 5px 0px; float: left" border="0" height="144" width="85" /></p>
<p><a href="http://www.noemalab.org/sections/ideas_survey.php?IDSurvey=133"><strong>Ludium II - Synthetic Worlds and Public Policy</strong></a> by Edward Castronova: Synthetic worlds – million-player online environments with genuine markets, societies, and cultures – are exploding in size and significance. Real world governments around the globe are beginning to grapple with their implications in the areas of taxation, intellectual property laws, consumer rights, addiction, violence, and more. Should synthetic worlds be controlled by developers, or by governments, or both? What about the rights of users? What general norms should legislatures and courts follow? More <a href="http://www.noemalab.org">NOEMA &gt;&gt;</a></p>
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		<title>Experimental Gameplay: Toward a Massively Popular Scientific Practice</title>
		<link>http://transition.turbulence.org/blog/2007/02/23/experimental-gameplay-toward-a-massively-popular-scientific-practice/</link>
		<comments>http://transition.turbulence.org/blog/2007/02/23/experimental-gameplay-toward-a-massively-popular-scientific-practice/#comments</comments>
		<pubDate>Fri, 23 Feb 2007 18:00:41 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[hybrid]]></category>

		<category><![CDATA[ubiquitous]]></category>

		<category><![CDATA[ARG]]></category>

		<category><![CDATA[game]]></category>

		<category><![CDATA[augmented/mixed reality]]></category>

		<category><![CDATA[participation]]></category>

		<guid isPermaLink="false">http://turbulence.org/blog/2007/02/23/experimental-gameplay-toward-a-massively-popular-scientific-practice</guid>
		<description><![CDATA[Massively multi-citizen science is almost here
Can a game developer be nominated for a Nobel Prize in one of the sciences by the year 2032? That&#8217;s my plan, which I presented this past weekend at the annual meeting of the American Association for the Advancement of Science. You can download the slides from my talk, or [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="3trends.png" src="http://www.turbulence.org/blog/images/3trends.png" width="200" height="125" border="0" style="float: left; margin: 0px 5px 5px 0px";><H4>Massively multi-citizen science is almost here</H4>
<p>Can a game developer be nominated for a Nobel Prize in one of the sciences by the year 2032? That&#8217;s my plan, which I presented this past weekend at the annual meeting of the American Association for the Advancement of Science. You can download the slides from my talk, or read the related research paper (hot off the press!), or peruse some related links, on my AAAS webpage <a href="http://avantgame.com/aaas.htm">here</a>. (Or see what Newsday took away from it <a href="http://www.newsday.com/news/health/ny-hsvirt215102733feb21,0,2128335,print.story?coll=ny-health-print">here</a>.)</p>
<p>My goal over the next decade is to support the development of a massively multi-citizen science through massively collaborative games (think: alternate reality games with real-world data embedded inside.) So in the near future, when the most creative, collective-intelligence gamers are grinding away 10, 20, 30, or more hours a week, they&#8217;re grinding on real scientific research problems wrapped inside a yummy fictive or fantasy shell.<br />
Yes, I am calling for a truly popular scientific research practice that engages the global public in hands-on, brains-on collaboration, via sites <a href="http://dev.stewardshipcanada.ca/communities/citizenScience/home/csnIndex.asp">Citizen Science</a> and <a href="http://www.mturk.com/mturk/help?helpPage=whatis">Amazon&#8217;s Mechanical Turk</a> and through immersive, story-driven play. Amateur participation + a creative commons for science literature + the stickiness of a well-designed game and well-told story = radically interdisciplinary mash-ups accessible to lay people and productive of real scientific insight.</p>
<p>Sound crazy? No way. This is seriously possible, and plausible. Here&#8217;s three reasons why:</p>
<p>1) Science practice itself is increasingly leaning toward a kind of collective intelligence, amateur participation. You can read about it in the incredible Institute for the Future report: <a href="http://humanitieslab.stanford.edu/2/Home">Delta Scan: The Future of Science and Technology, 2005-2055</a>.</p>
<p>2) Meanwhile, there is no doubt &#8212; as I argue in <a href="http://avantgame.blogspot.com/Sean">my new 50-page case study for the MacArthur foundation</a> &#8212; that alternate reality gamers are doing real CI investigations that would fully prepare them for real-world collaborative research. Their gameplay is already fundamentally a CI scientific effort to undertand fake (fictive) data. I&#8217;m just proposing that we shove some real scientific data in there, while they&#8217;re at it.</p>
<p>3) And perhaps most importantly, as Sean Stewart - the original and most esteemed alternate reality storyteller around - <a href="http://seanstewart.org/interactive/args/">has famously said</a>: &#8220;I do NOT assert that [alternate reality gaming] is the first, or greatest, example of massively multi-player collaborative investigation and problem solving. Science, as a social activity promoted by the Royal Society of Newton&#8217;s day and persisting to this moment, has a long head start and a damn fine track record&#8230;. We just accidentally re-invented Science as pop culture entertainment.&#8221;</p>
<p>So, yes, If this sounds interesting, <a href="http://avantgame.com/aaas.htm">get the slides</a>. And here are a couple of other sites to get you thinking: &#8220;Fostering <a href="http://website.education.wisc.edu/steinkuehler/papers/SteinkuehlerChmielICLS2006.pdf">Scientific Habits of Mind in the Context of Online Play</a>&#8221; and <a href="http://spotlight.macfound.org/">MacArthur Spotlight on Digital Media &#038; Learning</a>.</p>
<p>If you want to propose a data set, scientific problem, or research focus for a massively multi-citizen science game, or if you want to be notified when there&#8217;s such a game to be played, email me at jane @ thenameofthisblog dot com. [bblogged by Jane on <a href="http://avantgame.blogspot.com/2007/02/toward-massively-multi-citizen-science.html">Avant Game</a>]</p>
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		<title>Takashi Matsumoto on</title>
		<link>http://transition.turbulence.org/blog/2007/02/06/takashi-matsumoto-on/</link>
		<comments>http://transition.turbulence.org/blog/2007/02/06/takashi-matsumoto-on/#comments</comments>
		<pubDate>Tue, 06 Feb 2007 13:07:30 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[ubiquitous]]></category>

		<category><![CDATA[object]]></category>

		<category><![CDATA[mobile]]></category>

		<guid isPermaLink="false">http://turbulence.org/blog/2007/02/06/takashi-matsumoto-on</guid>
		<description><![CDATA[Ubiquitous Content + Pileus: The Internet Umbrella
&#8220;[&#8230;] &#8220;Ubiquitous Content&#8221; is an idea of a new design objective of our lives in the post-PC era. In 20th century, a notion of media contents has been meant contents like movies, music, animations, video games etc. Figuratively speaking, such contents were entities supplied in containers designed as &#8220;boxes&#8221;. [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="0FLICR~1.png" src="http://www.turbulence.org/blog/images/0FLICR~1.png" width="144" height="137" border="0" style="float: left; margin: 0px 5px 5px 0px";><H4>Ubiquitous Content + Pileus: The Internet Umbrella</H4>
<p>&#8220;[&#8230;] &#8220;Ubiquitous Content&#8221; is an idea of a new design objective of our lives in the post-PC era. In 20th century, a notion of media contents has been meant contents like movies, music, animations, video games etc. Figuratively speaking, such contents were entities supplied in containers designed as &#8220;boxes&#8221;. But now, a spread of networks and a realization of ubiquitous computing technologies are going to change those styles of media. The container is not like a &#8220;box&#8221; any more: It will change its forms freely to give us advanced computer augmentations in a specific context and it will be sometimes invisible embedded into our environments. It is more appropriately called Ubiquitous Media and it will be a new style of media. When we design such Ubiquitous Media, we need to think about the container as our environments in which many things are cooperating rather than a single hardware, a single software or a single standard. Users will not need to be conscious of those medias, therefore such containers emerge for users as &#8220;their lives&#8221; themselves. &#8220;Ubiquitous Contents&#8221; are contents for such media. Those must be &#8220;experiences&#8221; in &#8220;their lives&#8221;.</p>
<p>As Ubiquitous Content project focuses on our lives and experiences, all things in our everyday lives are targets of the design. The <a href="http://kmd.sfc.keio.ac.jp/laboratories/laboratories_eng.htm">10 Laboratories of KMD</a> are working on this wide subject from different perspectives&#8230;.<br />
<a href="http://www.pileus.net/"><b>Pileus</b></a> is the most exciting project for me right now. This work is designed in a team with <a href="http://web.sfc.keio.ac.jp/~t03792sh/">Sho Hashimoto</a>, who has a unique engineering skill in the lab. We started this project in a kick-off camp of a spring semester in 2006. the initial concept and the first scenario movie were completed in just 3 days of the camp.</p>
<p>We have many rain in Japan. So the umbrella is one of the closest article of everyday use, but it is also a bulky article in such a climate. Traditionally we have been feeling many kinds of air and mood in a rainy day, and we wanted to expand that feeling to be more fun and vivid with the re-design of an umbrella. From that perspective, we came up with the idea of umbrella to take photo-logs and to browse internet contents in a rain. Me and Sho already took notice of that we can provide many kinds of services in a real world with Web2.0, and also had a technological vista to mash-up those with a mobile hardware. Additionally, it was another target that this can be the first example of a hardware mash-up to indicate a new economic solution for mobile gadgets joining into an economy of Web 2.0. We do not want a small &#8220;Cellphones&#8221; (Smartphones, whatever) squashing up many functions inside, but we re-designed an object of everyday use from scratch to be mashed-up with web services. </p>
<p>At the end of last year, we founded a spined-off LLC for the project, and we are thinking how it will go a business exit.</p>
<p>As the ideology of the design of Pileus, we would like to show that design is not about its shape any more; an apt assortment of modules and interactions are more important factors for the design. So, our prototype is showing off the circuits to see how modules are combined rather than covering it. Some people suggest us to give a beautiful surfaces for it as a &#8220;design&#8221;, but that is not what we want to do now, we are meticulous about the interaction of information visualizations on the screen though. Fortunately, this rugged look is loved by many audiences at demo sites.</p>
<p>As an exclusive info, we have builded a new version of Pileus with GPS. A new function with GPS is geo-tagging of photos taken by Pileus. It will help to users to check and share records of their walks in the rain. Another function is a map display of an area. This will be used for a big-screen navigation in an umbrella, and it will be able to show local pictures and local ads are loaded on the umbrella. Of course, this function is also realized by a mash-up technique. Now we are using Yahoo! Maps API, but we may switch it to Google Maps API because Japanese map on Yahoo! maps has bad scale ratio. We are going to go an experiment in a city in a rain, however, unfortunately we have had few rainy days this year yet&#8230; [ from Regine&#8217;s interview on <a href="http://www.we-make-money-not-art.com/archives/009315.php">we-make-money-not-art</a>]</p>
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