May 27, 2009
New book on Pervasive Games
| New book on Pervasive Games: “Pervasive Games: Theory and Design - Experiences on the Boundary between Life and Play ” by Markus Montola, Jaakko Stenros and Annika Waer (editors) published by Morgan Kauffman |
“Quickly emerging from the fast-paced growth of mobile communications and wireless technologies, pervasive games provide a worldwide network of potential play spaces. Now games can be designed to be played in public spaces like streets, conferences, museums and other non-traditional game venues – and game designers need to understand the world as a medium—both its challenges and its advantages.
This book shows how to change the face of play—who plays, when and where they play and what that play means to all involved. The authors explore aspects of pervasive games that concern game designers: what makes these games compelling, what makes them possible today, how they are made and by whom. For theorists, it provides a solidtheoretical, philosophical and aesthetic grounding of their designs. Pervasive Games covers everything from theory and design to history and marketing. Designers will find 13 detailed game descriptions, a wealth of design theory, examples from dozens of games and a thorough discussion of past inspirations—directly from the game designers themselves.“
17:54 Posted in Ambient intelligence & pervasive computing, Locative media | Permalink | Comments (0) | Email this | Tags: pervasive games
Jul 11, 2007
MIT Media Lab: Responsive Environment Group

"Dual reality" is the concept of maintaining two worlds, one virtual and one real, that reflect, influence, and merge into each other by means of deeply embedded sensor/actuator networks. Both the real and virtual components of a dual reality are complete unto themselves, but are enriched by their mutual interaction. The Dual Reality Media Lab is an example of such a dual reality, as enabled the Plug sensor / actuator network that links our actual lab space to a virtual lab space in the Second Life online virtual world. [MOV]
21:47 Posted in Ambient intelligence & pervasive computing | Permalink | Comments (0) | Email this | Tags: interreality
Mar 17, 2007
Pigeonbots
From Practical Neurotechnology
Scientists at the Robot Engineering Technology Research Center of east China's Shandong University of Science and Technology claim to have implanted micro electrodes in the brain of a pigeon so they can command it to fly right or left or up or down.
The implants stimulated different areas of the pigeon's brain according to signals sent by the scientists via computer, and forced the bird to comply with their commands.
http://blog.wired.com/defense/2007/02/cyborg_flying_r.html
http://tenementpalm.blogspot.com/2007/02/psb-buys-tiny-ge...
http://english.people.com.cn/200702/27/eng20070227_352761...
14:51 Posted in Ambient intelligence & pervasive computing | Permalink | Comments (0) | Email this | Tags: brain-computer interface
Feb 24, 2007
RFID Powder Developed By Hitachi

Hitachi researchers have developed a new micro-miniaturized radio frequency identification (RFID) chip that is 64 times smaller than their currently available 0.4 x 0.4 mm mu-chips.
At 5 microns thick, the RFID chips can more easily be embedded in sheets of paper, meaning they can be used in paper currency, gift certificates and identification
15:23 Posted in Ambient intelligence & pervasive computing | Permalink | Comments (0) | Email this | Tags: rfid, ambient intelligence
Jan 10, 2007
From proactive computing to proactive people in Ubicomp
From Pasta and Vinegar
Rogers, Y. (2006) Moving on from Weiser’s vision of of calm computing: engaging UbiComp experiences. In: P. Dourish and A. Friday (Eds.) Ubicomp 2006 Proceedings, LNCS 4206, pp. 404-421, Springer-Verlag.
In this paper, the author starts from the classical ubicomp description by Mark Weisre about a potential era of “calm computing” and explains how research in that domain did not match these expectations. The most important stance of Yvonne Rogers lays in this idea that “An alternative agenda is outlined that focuses on engaging rather than calming people” so that academics can have a new research agenda:
There is an enormous gap between the dream of comfortable, informed and effortless living and the accomplishments of UbiComp research. As pointed out by Greenfield [20] “we simply don’t do ‘smart’ very well yet” because it involves solving very hard artificial intelligence problems that in many ways are more challenging than creating an artificial human.
(…)
To this end, I propose one such alternative agenda which focuses on designing UbiComp technologies for engaging user experiences. It argues for a significant shift from proactive computing to proactive people; where UbiComp technologies are designed not to do things for people but to engage them more actively in what they currently do.
22:11 Posted in Ambient intelligence & pervasive computing | Permalink | Comments (0) | Email this | Tags: ubiquitous computing
Dec 15, 2006
Intelligent rooms: RoomRender
Via Pink Tentacle
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SGI Japan has developed a system that can control the electronics, appliances and hardware in a room based on the spoken commands and emotions of the room’s occupants. RoomRender relies on AmiVoice voice recognition technology (developed by Advanced Media) to recognize and analyze spoken commands, enabling the room to close the blinds, turn on the heater, etc. as instructed.
Read the full story on Pink Tentacle
00:11 Posted in Ambient intelligence & pervasive computing | Permalink | Comments (0) | Email this | Tags: ambient intelligence, emotional computing, pervasive technology, persuasive technology
Dec 06, 2006
Interactive pillows
re-blogged from infoaesthetics
a pair of interactive pillows designed to enhance long-distance communication. users can interact with a pillow in a specific location, which activate dynamic textile patterns in a pillow located elsewhere: by leaning against, touching, or hugging a pillow, the pattern on the other pillow activates & glows dynamically. these ambient patterns expand the vocabulary for remote communication through tangible & aesthetic interactions.
00:49 Posted in Ambient intelligence & pervasive computing | Permalink | Comments (0) | Email this | Tags: ambient intelligence
Oct 30, 2006
IMAI 2007
Salt Lake City, July 16-22, 2007

From the conference website
In the last few years we have witnessed an explosive growth of multimedia computing, ambient intelligent (AmI), pervasive and ubiquitous computing. The few key technologies interact in an interesting and yet useful way, bringing profound impact and revolution. The revolution is transforming the way people live, work, and interact with each other, and is impacting the way business, government services, education, entertainment and health care are operating.
IMAI 2007 is the continuous of IMMCN (International Conference on Intelligent Multimedia Computing and Networking) series running since the beginning of this century. IMAI 2007 seeks the contribution of high quality papers addressing various aspects of multimedia and ambient intelligence, in particular the techniques that lead the merging of both intelligences, for presentation at the conference and publication in the JCIS(Joint Conference on Information Science) proceeding. For the topics of interest, go to the conference website
The paper should follow the JCIS 2007 ( http://www.jcis.org/jcis2007/ ) paper submission guideline. Seleted high quality papers will be published in Information Science journal.
Sep 30, 2006
Perimeters, Boundaries, and Borders
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Artists, architects, designers, and other practitioners are constantly fashioning new forms and challenging disciplinary boundaries as they employ techniques such as rapid prototyping and generative processes. In the exhibition Perimeters, Boundaries, and Borders, at Lancaster, UK's Citylab, organizers Fast-uk and Folly explore the range of objects, buildings, and products being conceptualized with the aid of digital technologies. Aoife Ludlow's 'Remember to Forget?' is a series of jewelry designs that envisioned accessories incorporating RFID tags that allow the wearer to record information and emotions associated with those special items that we put on daily. Tavs Jorgensen uses a data glove in his 'Motion in Form' project. After gesturing around an object, data collected by the glove is given physical shape using CNC (Computer Numerical Control) milling, creating representations of the movements in materials such as glass or ceramics. Addressing traces of a different sort is Cylcone.soc, a data mapping piece by Gavin Bailey and Tom Corby. These works and many more examples from the frontiers of art and design are on view until October 21st." Rhizome News. |
Sep 24, 2006
Context-Aware Gaming
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insectopia is a new kind of cell phone game where the real world spills into the game world. Players roam the cityscape searching for and catching a multitude of different insects. Each insects in the game world is generated by using the available bluetooth devices available in the player's vicinity. By catching insects and trading them with other players, players build their own collection bigger and better. The current status of the game is displayed on various highscore lists both in the phones and online. See also geoquiz, a location-based mobile game in which players create and answer questions related to their current geographic position (kept track of through the GSM network). |
21:58 Posted in Ambient intelligence & pervasive computing | Permalink | Comments (0) | Email this | Tags: context-aware gaming






