781 research outputs found
Collective choreography of space: modelling digital co-Presence in a public arena
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 peopleâs relationship to each other and to the sensing environment. Finally, we discuss our initial results and mention briefly our ongoing work
Exploring digital encounters in the city
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
Mapping, sensing and visualising the digital co-presence in the public arena
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 âdigitally augmentedâ 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 individualâs point of view. We apply a method based on intervention through âSensing and projectingâ 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 peopleâs 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
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
The urban screen as a socialising platform: exploring the role of place within the urban space
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
Framework for the implementation of urban big screens in the public space
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
Urban space and pervasive systems
In this paper we present an early approach for developing a
theoretical framework and understanding for designing
pervasive systems as an integral part of the urban landscape.
The research will be conducted in the city of Bath as part of the CityWare project, in a heritage environment with tourist attractions.
Here we propose to investigate the application of research
methods based on Space Syntax, which encompasses a set
of theories and techniques for the analysis of space and
spatial patterns, as a framework for understanding the
complex relationship between pervasive systems, urban
space and society in general; and the impact of the
deployment of pervasive systems on peopleâs relationships
to heritage, and to each other in particular
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