Through a design demonstration, this paper speculates upon a future context in which objects will begin to talk to us and even give us instructions. The purpose of the research is to anticipate a time when correlations between the data sets that are associated with different objects are found and the objects themselves are used to impart this ‘new’ knowledge back to us.
Authors: Chris Speed and Duncan Shingleton
ABSTRACT - […] Located within the technical and cultural context of the Internet of Things, this paper introduces a lineage for our relationship with objects from 1. Read Only, 2. Read and Write and 3. Read, Write and Act. The paper proceeds to establish the conditions for a third generation of Internet of Things by articulating the nature of networks, their structure and their capacity to support the principles of Actor-Network Theory which may lead to a condition in which objects may take on a form of agency.
The paper further introduces an iPhone App entitled Take Me I’m Yours that operates as a working but speculative design project mimicking the conditions in which objects may talk to us. The designers speculate a design fiction in which object databases may begin to identify associations and propose ‘actions’ to a user. The application and demonstration at UbiComp 2012 will offer delegates an opportunity to experience a sense of what it may feel like in the future when objects may begin telling us what to do.
Open access: http://fields.eca.ac.uk/?p=942
Research into the social aspects of pervasive computing has thus far generally focused on the positive applications of the technology, with insufficient discussion of its potential high impacting social consequences. The intention of this workshop is to focus on and explore the social implications of pervasive computing, and from this to develop theories, methods and guidelines to encourage the technology to achieve maximum benefit, with minimal consequence.
Submissions due Oct 30, 2012.
3rd IEEE Intl Workshop on Social Implications of Pervasive Computing. March 18-22, 2013, San Diego, California, USA.
SUMMARY - The technology associated with Pervasive Computing is progressively approaching levels of sufficient accuracy, dependability and suitable cost. As a result, we will soon see a shift from implementations in controlled research laboratories to implementations in real world everyday applications; the next stage in the development of pervasive computing. Pervasive technologies have the potential for literal pervasive use in almost all public, personal and commercial aspects of our lives. This ubiquity will enable and lead to, the emergence of new, unprecedented applications on a previously unseen scale. The benefits of this technology are numerous and wide ranging, but alongside this are the implications of the technology, brought about by the scale of pervasive computing and its use.
Research into the social aspects of pervasive computing has thus far generally focused on the positive applications of the technology, with insufficient discussion of its potential high impacting social consequences. The intention of this workshop is to focus on and explore the social implications of pervasive computing, and from this to develop theories, methods and guidelines to encourage the technology to achieve maximum benefit, with minimal consequence. If the implications of pervasive computing are to prevented/minimised, research must be discussed and conducted now, while the technology is still in development. This will lead to guidance for the wider pervasive computing community, and provide with sufficient time to consider the impact of the technology being developed.
Are the robots coming? Will we be dominated by technology? The usual response to ethical issues raised by pervasive and ubiquitous technologies assumes a philosophical anthropology, separating humans from technology and the natural from the artiﬁcial. This paper explores an alternative, less modern vision of the ‘‘technological’’ future based on different assumptions: a ‘‘deep relational’’ view of human being and self, an ecological view of human–technology relations, and ‘‘ubiquitous’’ spirituality.
Author: Mark Coeckelbergh, Department of Philosophy, University of Twente, The Netherlands.
Published in Springer journal AI & Society. Open access: http://www.springerlink.com/content/r3m840m76414472v/fulltext.pdf
ABSTRACT - Are the robots coming? Is the singularity near? Will we be dominated by technology? The usual response to ethical issues raised by pervasive and ubiquitous technologies assumes a philosophical anthropology centered on existential autonomy and agency, a dualistic ontology separating humans from technology and the natural from the artiﬁcial, and a post-monotheistic dualist and creational spirituality. This paper explores an alternative, less modern vision of the ‘‘technological’’ future based on different assumptions: a ‘‘deep relational’’ view of human being and self, an ecological view of human–technology relations, and ‘‘ubiquitous’’ spirituality. Moving beyond an ethics of fear and control, it is argued that technology is part of a lived and active whole that is at the same time human, technological, social, and spiritual. Inﬂuenced by ecological and Eastern thinking, it is concluded that an ethics of technology understood as a relational ethics of life asks us to adapt and grow within this multi-faced ecology, which is currently—but not necessarily—pervaded by hyper-individualist modernity and its ego-boosting technologies of the self. This growth is only possible by relating to, and learning from, other cultures and from their speciﬁc way of pervading and being pervaded.
The Academic MindTrek conference brings together a cross-disciplinary crowd of people to investigate current and emerging topics of media in the ubiquitous arena. The conference explores academically the emerging and frontier-breaking applications of new media in everyday contexts of leisure, business and organizational life.
Track proposals and workshops due: 29th January 2012. Long/short/poster/extended abstract papers due on: 30th April 2012. Tutorials due on: 1st June 2012.
16th Academic MindTrek Conference 2012. 3rd-5th October, 2012. Tampere, Finland.
The conference is organized into the following six tracks: Social Media, Ambient & Ubiquitous Media, Open Source, Digital Games, Business & Media and Human-Computer Interaction.
View all details here http://www.mindtrek.org/2012/academic/files/mindtrek2012-cft.pdf and you find the conference website here http://webhotel2.tut.fi/emmi/Content/MindTrek/2012/
In this paper, we propose a Digital Ecosystem architecture, which combines the social media and Internet-of-Things.
Authors: Tingan Tang, Zhenyu Wu, Kimmo Karhu, Matti Hämäläinen, Yang Ji. Published in the Journal of Emerging Technologies in Web Intelligence.
Open-access article: http://ojs.academypublisher.com/index.php/jetwi/article/view/jetwi0401106115
There are an increasing number of information sources and services around us enabling new ways of interacting with our everyday environment. Examples include intelligent devices, sensors embedded in the environment and the emerging Internet-of-Things. Simultaneously users are becoming increasingly involved as information providers and consumers by means of Web 2.0 and social media. While these areas have gained a lot of attention recently and while the research on Digital Ecosystems has also dealt with these phenomena separately there seems to be need for research on the rich and complex ecosystem combining the sensor-based information sources with Web 2.0 and mobile services. In this paper, we propose a Digital Ecosystem architecture, which combines the social media and Internet-of-Things. The architecture is the fruit from the international collaboration between two long-term university Living Lab projects in Finland and in China. It aims at fostering student innovations in their everyday campus lives. We discuss the experiences learnt in the context of this international collaboration and the implications to Digital Ecosystem research.
Keywords: Living Labs, Digital Ecosystems, Internet of Things, Ubiquitous Computing, Web of Things, Social Media
This issue of Fibreculture Journal presents a series of incisive analyses of current and future events/practices in ubiquitous computing. Leading thinkers in the area presented articles on actuated architectures, questions of interaction design, rethinking of computer/human relations, environmental critiques, the scripting of urban space, performative aesthetics, affective experience, pervasive gaming and feral computing.
From Ulrik Ekman’s extensive editorial:
This is a journal issue invested in remarking more than once upon the undecidability hovering today around our getting into contact with ‘ubiquity’ or ‘pervasiveness’ as a potential to be further actualized in the fields of human-computer interaction (HCI), interaction design, and the cultural life worlds of information societies more generally. It could well be that you have not yet heard of ubiquitous or pervasive computing, or that you have heard of these but still remain in doubt whether there actually is or will be such a thing, in interaction designs or elsewhere. It could also very well be the case, however, that you both know a great deal about this as a rather momentous shift, qua a third wave in computing and associated disciplines, and find yourself engaging with it all around you in your practical life: at work, at home, in leisure activities and games, in the media art at the museum, or in the everyday culture of the public sphere. Affirming this undecidability is a necessity – since both of these alternatives are currently at stake, and since ‘ubiquity’ and ubicomp remain potentialities of whose actualization we are not yet sure, whether this is matter of an explicit articulation of the principal ideas or of the concrete lines of development and research making of this so many hands-on facts inherent in the interactions in our contemporary life worlds. In other words, the focus and special merit of this issue is not least to enter into the set of questions surrounding the notion of ‘interaction designs for ubicomp cultures’ – as something partaking of that which Michel Foucault would have called ‘a history of the present.’ This issue engages with an altogether contemporary field of research in order to make a difference that makes a difference while the cultural and technical developments at stake are still undecidable, multiple, and emergent – at a fast pace, too.
Ulrik Ekman: Ubiquity Editorial – Interaction Designs for Ubicomp Cultures
Mette Ramsgard Thomsen and Karin Bech: Embedding response: self production as a model for an actuated architecture
Anders Michelsen: Pervasive Computing and Prosopopoietic Modelling – Notes on computed function and creative action
Simon Penny: Towards a Performative Aesthetics of Interactivity
Christian Ulrik Andersen and Søren Pold: The Scripted Spaces of Urban Ubiquitous Computing: The experience, poetics, and politics of public scripted space
Bo Kampmann Walther: Reflections on the Philosophy of Pervasive Gaming—With Special Emphasis on Rules, Gameplay, and Virtuality
Matthew Fuller and Sónia Matos: Feral Computing: From Ubiquitous Calculation to Wild Interactions
Malcolm McCullough: Toward Environmental Criticism
Jonas Fritsch: Affective Experience in Interactive Environments
This dissertation represents a systematic investigation of the poetic valence of body-worn technological extension. Gestural, mechanical and sensorial extension are explored and evaluated.
Author: Danielle Wilde, Monash University, Melbourne Australia.
Swing That Thing: moving to move represents a systematic investigation of the poetic valence of body-worn technological extension. Gestural, mechanical and sensorial extension are explored and evaluated. The impact of different choices throughout the development process are considered, and theories relating to language, movement and cognition, as well as defamiliarisation and enchantment are leant upon to arrive at an emergent definition of a poetics of embodied engagement.
Focusing on the body and its capacity for movement opens up opportunities to develop deeply felt experiences that take us far beyond pragmatic considerations of functionality or practicality. Pairing technology with the body is not new. Yet embodied engagement has only recently emerged as a field of interest in its own right, despite the fact that moving is central to life. Humour, passion and empathy are desirable attributes through which to engage people. Through the praxis I demonstrate that core- and full-body engagement in ambiguous and playful situations, assist designer and participant to arrive at deeply felt understandings of embodied existence, and thereby re-imagine body-technology scenarios to mitigate unmet desires.
This research champions a number of key ideas. If we engage the body through the imagination and the imagination through the body, we can blur distinctions between art and everyday life. Doing so may result in transformative outcomes in contexts that are not usually considered cultural. By beginning with the body, rather than a perceived opportunity to redesign and thereby improve, I have been able to develop systems and processes that afford clumsy, as well as skilled engagement. Participation has thereby been democratized. The results are artefacts and opportunities for embodied engagement in cultural contexts, as well as in abilitation and learning.
The convergence of mobile technologies and ubiquitous computing is creating a world where information-rich environments may be mapped directly onto urban topologies. This book tracks the history and genesis of locative and wearable media and the ground-breaking work of pioneer artists in the field.
Editor: Martin Rieser
The Mobile Audience: Media Art and Mobile Technologies examines changing concepts of space and place for a wide range of traditional disciplines ranging from Anthropology, Sociology, Fine Art and Architecture to Cultural and Media Studies, Fashion and Graphic design. Mobile and Pervasive media are beginning to proliferate in the landscape of computer mediated interaction in public space through the emergence of smartphone technologies such as the iPhone, cloud computing extended wifi services and the semantic web in cities.
These dispersed forms of interaction raise a whole series of questions on the nature of narrative and communication, particularly in relation to an audience’s new modes of mobile participation and reception. These issues are explored through a series of focused essays by leading theorists, seminal case studies and practitioner interviews with artists at the cutting edge of these technologies, who are extending the potential of the medium to enhance and critique technological culture. By emphasizing the role of the audience in this nomadic environment, the collection traces the history and development of ‘ambulant’ artistic practice in this new domain, creating an essential handbook for those wishing to understand the dominant global technology of the 21st Century and its implications for Art, Culture and Audience.
Table of Contents
- Howard Rheingold: Introduction
- Martin Rieser: Overview
Section 1: Towards Hybridity. A History of Audience Mobility
Section 2: Critical Issues in Mobile Art
Critical Contexts and Definitions
Understanding Public Spatialisation
The Creative User
Section 3: Case Studies
The Creative User: The User as Co-creator
Section 4: Artist Interviews
This issue of Digital Creativity entitled Mobile Ubiquity in Public and Private Spaces seeks to examine cultural formations, practices, processes and movements related to the presence and deployment of ubiquitous information in the lived spaces and recesses of human culture today.
This issue includes: (see all articles here)
Excerpt from the introduction by Lily Díaza & Ulrik Ekman.
It has been more than ﬁfteen years since Mark Weiser’s and his Xerox Parc colleagues’ seminal and trans-disciplinary work on a vision for a ‘calm’ and human-centred kind of ubiquitous computing (ubicomp) for the twenty-ﬁrst century. Although its ongoing realisation is in a number of respects quite different from the original vision, that vision is now considerably more of an actual fact.
Its very realisation, as well as the differences, are due in part to interim economic and technical advances, such as affordable, multifaceted microscale sensors and actuators and an expansion of decentralised networking capacities via new Internet protocol practices for the billions of computational entities worldwide, thus paving the way for an adequate ubicomp infrastructure and an actual Internet of Things. Partly, ubicomp has become real in new and different ways because a miniaturisation of components and a global cultural acceptance in practice have permitted mobile wireless devices (such as mobile phones, iPods and other MP3 players (Bull 2007), PDAs and Blackberrys, iPads, notebooks) to achieve an unprecedented distributed pervasiveness—outnumbering humans globally, perhaps only superseded technically by embedded computational units.
This special issue emerges from activities instantiated through ‘The Culture of Ubiquitous Information’, a Nordic Research Network devoted to the analysis and evaluation of ubiquitous computing as a contemporary technocultural development. As suggested by the title (‘Mobile Ubiquity in Public and Private Spaces’), this issue seeks to examine cultural formations, practices, processes and movements related to the presence and deployment of ubiquitous information in the lived spaces and recesses of human culture today. Some of the articles included are the result of the workshop held in Helsinki (January 2011) and an open call posted by the research network.
During the workshop, academics, artists, designers and media theorists came together to discuss topics such as: What is the character, place and reach of the new interfaces and types of interaction design for ubicomp? How do social mobile media platforms mediate proximity and intimacy? What do contextualisation and personalisation mean considering technical contextawareness and individuals’ adoption of mobile devices? What is the conceptualisation of agency for creative individuals in a ubicomp culture, and how is this agency transformed through collaborative innovative work (Hemment 2006, Townsend 2006, Tuters and Varnelis 2006)? What different worlds now come together in the practices of art and design, especially with regard to the new digital instruments? How do the multiple dimensions of human experience, such as identity, affect and emotion, sensation, perception, and conscious expression and interpretation, ﬁnd an outlet in the mobile social experience?
This conference will feature the latest insights into how mobile and internet-based applications such as mobile games and social networking sites can be designed to influence behaviors, thoughts, and feelings.
Paper submission: January 6, 2012
The 7th International Conference on Persuasive Technology - June 6–8, 2012 - Linköping, Sweden.
Persuasive Technology is a stimulating interdisciplinary research field that focuses on how interactive technologies and services can be designed to change people’s attitudes and behaviors. Influenced by areas such as classic rhetoric, social psychology and ubiquitous computing, researchers in this field are typically designing applications for domains such as health, business, safety, and education. The 7th International Conference on Persuasive Technology (Persuasive 2012) will build on the successful prior conferences held at Eindhoven, Stanford, Oulu, Copenhagen, Claremont, and Columbus. The conference will feature the latest insights into how mobile and internet-based applications such as mobile games and social networking sites can be designed to influence behaviors, thoughts, and feelings. The conference is expected to gather researchers, practitioners, and students who are interested in networking, presenting, discussing and reflecting on central themes associated with persuasive computing and design.
The general theme of Persuasive 2012 – Design for health and safety – sets a special focus on current societal challenges. Themes of the conference include, but are not limited to:
Formats and submission
We accept submissions as full papers or posters. Full papers are limited to 12 pages in Springer’s LNCS format. Posters are limited to 4 pages in Springer’s LNCS format. Papers and poster submission accepted for publication will appear in the Lecture Notes in Computer Science Series from Springer Verlag (see http://www.springeronline.co/lncs).
The electronic submission of the full paper or the poster in PDF format must be received on or before January 6, 2012. All papers must be submitted through the conference web page (www.ida.liu.se/conferences/persuasive2012). To support the blind review process, you need to prepare an anonymous version of the paper with author names and affiliations removed. In case you have any problems with the electronic submission, please contact the conference secretariat as early as possible (for contact information, see conference web site www.ida.liu.se/conferences/persuasive2012).
The organizing committee also invites workshop, tutorial, and panel proposals in the field of persuasive technology.
Magnus Bang, Linköping University, Sweden
Scientific Programme Committee
Jack Andersen, Royal School of Library and Information Science, Denmark
Jeremy Bailenson, Stanford University, US
Nilufar Baghaei, Unitec, New Zealand
Shlomo Berkovsky, CSIRO, Tasmania, Australia
Timothy Bickmore, Northeastern University, US
Robert Biddle, Carleton University, US
Winslow Burleson, Arizona State University, US
Harry Bruce, University of Washington, US
Samir Chatterjee, Claremont Graduate University, US
Brian Cugelman, AlterSpark Consulting, US
Janet Davis, Grinell College, US
Susan Ferebee, University of Phoenix, US
BJ Fogg, Stanford University, US
Jill Freyne, CSIRO, Australia
Luciano Gamberini, University of Padova, Italy
Rosanna E. Guadagno, University of Alabama, US
Anton Gustafsson, Interactive Institute, Sweden
Jaap Ham, Eindhoven University of Technology, The Netherlands
Curtis P. Haugtvedt, Ohio State University, US
Jette Hyldegaard, Royal School of Library and Information Science, Denmark
Stephen Intille, MIT and Northeastern University, US
John Ittelson, California State University, US
M. Sriram Iyengar, The University of Texas, Houston, US
Giulio Jacucci, Helsinki Institute for Information Technology, Finland
Rilla Khaled, IT University of Copenhagen, Denmark
Judith Masthoff, University of Aberdeen, UK
Tom MacTavish, Illinois Institute of Technology, US
Cees Midden, Eindhoven University of Technology, The Netherland
Fred Muench, CASA, Columbia University, US
Harri Oinas-Kukkonen, University of Oulu, Finland
Thomas Ploug, Copenhagen Institute of Technology, Denmark
Wolfgang Reitberger, Vienna University of Technology, Austria
Martha Russell, Stanford University, US
Timo Saari, Tampere University of Technology, Finland
Anna Spagnolli, University of Padova, Italy
Jason Tester, Institute for the Future, US
Julita Vassileva, University of Saskatchewan, US
Peter de Vries, University of Twente, The Netherlands
Fahri Yetim, University of Siegen, Germany
Johan Åberg, Linköping University, Sweden
Peter Øhrstrøm, Aalborg University, Denmark
Magnus Bang, Linköping University
Jonas Lundberg, Linköping University
Eva Ragnemalm, Linköping University
Mattias Arvola, Linköping University
Jonas Rybing, Linköping University
Department of Computer and Information Science