44 research outputs found

    Exploring digital encounters in the city

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    In this paper we explore the types of encounters that technology enables. We consider the differences between digital and non-digital encounters, and investigate how technology can be appropriated for shared interactions that support conscious (or unconscious) social encounters. Finally, we describe two prototypes that generate different types of digital encounters in a city context, and we discuss our initial results

    Collective choreography of space: modelling digital co-Presence in a public arena

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    In this paper we report on recent investigations within an ongoing research project, which aims at developing a better understanding of the urban space augmented with the digital space. We are looking at developing sensing environments acting as an interface that can facilitate interactions between people and people, and people and their surrounding. Here we describe a preliminary study that aims at mapping and visualising the digital presence of people in the public arena. We outline initial observations about how people move and congregate, and illustrate the impact of the spatial and syntactical properties on the type of shared interactions. We suggest that by altering the relation between consciousness of communication and the intention of interaction, technology can be appropriated to support emergent choreography of space. This may help throw further light on the complex relationship between the digital space and urban space in general, and people’s relationship to each other and to the sensing environment. Finally, we discuss our initial results and mention briefly our ongoing work

    Mapping, sensing and visualising the digital co-presence in the public arena

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    This paper reports on work carried out within the Cityware project using mobile technologies to map, visualise and project the digital co-presence in the city. This paper focuses on two pilot studies exploring the Bluetooth landscape in the city of Bath. Here we apply adapted and ‘digitally augmented’ methods for spatial observation and analysis based on established methods used extensively in the space syntax approach to urban design. We map the physical and digital flows at a macro level and observe static space use at the micro level. In addition we look at social and mobile behaviour from an individual’s point of view. We apply a method based on intervention through ‘Sensing and projecting’ Bluetooth names and digital identity in the public arena. We present early findings in terms of patterns of Bluetooth flow and presence, and outline initial observations about how people’s reaction towards the projection of their Bluetooth names practices in public. In particular we note the importance of constructing socially meaningful relations between people mediated by these technologies. We discuss initial results and outline issues raised in detail before finally describing ongoing work

    Generating Narrative Spaces from Events History

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    For a successful distributed teamwork it is vital to provide team-members with awareness on collaborative activities. One way of achieving this is through applying a narrative based approach to construct the events that have taken place on documents and folders in a project workspace, as various members make changes to its content. The research presented in this paper investigates the possibility of exploring the history of activities performed by team members. Past events are aggregated in the form of a three dimensional environment time tunnel, providing the team-members with a generative tool to visualize the project?s events history in various configurations, in order to reveal the usually hidden relationships between separate pieces of events. Furthermore we provide a tool for managing and inspecting the folder?s contents: the DocuDrama Timetunnel. Here we present preliminary findings showing how the visualisation of a sequence of connected actions and happenings using a temporal and spatial narrative based approach may lead to a better understanding of the project-related events history

    Framework for the implementation of urban big screens in the public space

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    In the last decade, big urban screens have appeared in town squares and on building facades across the UK. The use of these screens brings new potentials and challenges for city regulators, artists, architects, urban designers, producers, broadcasters and advertisers. Dynamic moving images form new architectural material, affecting our perception and the experience of the space around us. A new form of urban space is emerging that is fundamentally different from what we have known, and it seems that we are ill-equipped to deal with and analyse it. We are just beginning to understand the opportunities for public information, art and community engagement. Most of screens at present serve mainly commercial purposes, they do not broadcast information aimed at sharing community content nor do they support public social interactions. We need to see more negotiation between commercial, public and cultural interests. The SCREAM project addresses these new challenges by looking at the physical urban spaces and the potential spaces created by the new technologies

    The urban screen as a socialising platform: exploring the role of place within the urban space

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    In this paper we explore shared encounters mediated by technologies in the urban space. We investigate aspects that influence the interactions between people and people and people and their surroundings when technology is introduced in the urban space. We highlight the importance of space and the role of place in providing temporal and spatial mechanisms facilitating different types of social interactions and shared encounters. An emperical experiment was condeucted with a prototype that was implemented in the form of a digital screen, embeded in the physical surrounding in selected locations with low, medium and high pedestrian flows in the heritage City of Bath, UK. The aim is to create a novel urban experience that triggers shared encounters among friends, observers or strangers. Using the body as an interaface, the screen acted as a non-traditional interface and a facilitator between people and people and people and their surrounding environment. Here we outline early findings from deploying the digital screen as a socialiasing platform in a city context. We describe the user experience and demonstrate how people move, congregate and socialize around the digital surface. We illustrate the impact of the spatial and syntactical properties on the type of shared interactions in and highlight related issues. The initial findings indicated that introducing a digital platform as a public interactive installation in the urban space may provide a stage for emergent social interactions among various people and motivate users to actively and collaboratively play with the media. However, situating the digital platform in various locations, and depending on the context, might generate diverse and unpredicted social behaviours designers might be unaware of. In this respect we believe that the final experience is shaped by interconnection of structural, social, cultural, temporal and perhaps personal elements. We conclude by mentioning briefly our on going work

    A socializing interactive installation for the urban environments

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    In this paper we present the LEDs Urban Carpet: an interactive urban installation using a body-input as a form of a non-traditional user interface. The installation was tested in various locations around the city of Bath, UK. We selected locations with low, medium and high pedestrian flows. The aim is to generate a novel urban experience, which can be introduced in different locations in the city and with different social situations. The installation represents a game with a grid of LEDs that can be embedded as an interactive carpet into the urban context. A pattern of lights is generated dynamically following the pedestrians movement over the carpet. In this case the pedestrians become active participants that influence the generative process and make the pattern of LED-s change. The paper suggests that introducing this kind of display in a social scenario can enrich the casual interaction of people nearby and this might enhance social awareness and engagement. However, we should point out that a number of factors need to be taken into consideration when designing an interactive installation, especially when situated within the urban space. The experience we present here can assist designers in understanding difficulties and issues that need to be taken into account during the design of an interactive urban project of this nature

    A sense of place and pervasive computing within the urban landscape

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    In this paper we report on recent investigations within an ongoing research project, which aims at developing a better understanding of the urban landscape augmented with the digital landscape in the heritage City of Bath. Here we describe early findings from the deployment of a socialiasing digital installation in various locations in the city. The aim is to create a novel urban experience that triggers shared social encounters among friends, observes or strangers. The installation is implemented in the form of a digital urban ground , embeded in the physical surrounding, which acts as a non-traditional interface and a facilitator between people and people and people and their surrounding environment . In this paper we explore the relationship between the urban space and technology driven encounters. We outline initial findings about how people move, congregate and socialize around the digital ground and illustrate the impact of the spatial and syntactical properties on the type of shared interactions in a city context. Finally we discuss initial results and mention briefly our on going work

    Exploring Interaction with Installations: Intended Experience vs Actual Experience

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