Showing posts with label new media. Show all posts
Showing posts with label new media. Show all posts

Tuesday, October 13, 2009

The “ego-tag”, managing your identity
and eco mapping at PICNIC '09

PICNIC is an annual 3 day technology-art-business conference in Amsterdam
www.picnicnetwork.org | See my 2008 review
The 4th edition was held, 23-25 September 2009



This time I was one of the Mediamatic volunteers, so most of my experiences of PICNIC '09 involved one of their RFID projects.

There were 10 of these playful 'gadget-games' visitors could interact with using their “IK” RFID heart-shaped tags issued free to everyone.

“IK” means “I” in Dutch and these “I-tags” were the keys for interaction, not only for yourself but with others as well.

To start playing you registered yourself with the “I-tag” which then would identify you as the player, from the information gleaned from your profile on the PICNIC website.

Most of the games created at the week long Mediamatic Social RFID Hacker Camp (Link to introduction, blog and photos) were playful interfaces which then uploaded a score, a drawing, or webshots of you. So the “I-tag”, a type of 'ego-tag' was relatively harmless unless you were embarrassed by the webshots :).

On one level the games as games were simplistic, you won a point or lost to your opponent. On another level the simplicity allowed for social interaction: businesswomen run, catch and throw.

>> “IK SPIN” (a frisbee game for teams) by Mark Wubben & Eelco Wagenaar starts when you pass your “I-tag” over the reader. The screen shows your name (found on the PICNIC website) and links this with the others who then register as members of your team for the game.
A photo of the team is then uploaded to your profile on the PICNIC website. Then the goal is to pass the team frisbee over the reader under the flashing light. There are 4 of these and they flash randomly in succession and team members may only catch or throw the frisbee, not run with it.

<< Mark Wubben, one of the makers, passes a frisbee over the reader to start the game.


Like a game of basketball, members throw one of the two frisbees to their teammates until one can pass the frisbee over the reader underneath the flashing light and win a point for their team.
 

<< Here one of the makers, Eelco Wagenaar scores a point while the other player in the other team runs to the frisbee thrown to him.

More about this project is here.





Below: Overview showing 3 of the 4 lamp posts which flashed randomly during the IK SPIN game. Underneath each is a pink “IK” sticker. Players need to pass the frisbee over the sticker while that light is flashing to win a point.
 

ik-a-sketch made by Edwin Dertien & Neil Mendoza at the Mediamatic Social RFID Hackerscamp 2009.
This image is from Brady Forrest's blog which also has a review.


Then you could participate in a joint drawing on a metres-large screen with a stranger (or friend), one being the vertical influence and the other the horizontal influence, as in ik-a-sketch.
These drawings were then uploaded to your picnic profile page. It is a pity that it so easy to just make a mess of lines as you can see in the image below. As a gadget it worked if someone, such as myself was there to explain the concept but even then many people once they got the idea, found it too clumsy to manoeuver or not interesting enough to do something creative with it. Admittedly it probably served its purpose, as a fun thing for two people to collaborate with for a few minutes.

FRIENDSLICER is made by Eric Gunther, Andras Sly Szalai, and Jeff Lieberman.


Standing inside the FRIENDSLICER studio you were asked to dance or make a sound in front of a camera which I found silly, but the resulting video shown on the wall on the outside of the 'studio' was amazing. The way the video and sound were cut created aesthetic experiences. My advice would be to re-work some meaning into the instructions so that the process of being inside the studio resonates as part of the end result. Perhaps the instructions inside the studio could be related to the theme of friends and slicing rather than asking for a random weird sound or a dance. The title and the point of using RFID technology was that the resulting clip was made with slices of video and sound from other individuals connected to your PICNIC profile as well as from slices of what was previously recorded. That was part of the surprise in the resulting video as well which then played continuously -a music video with your social network- until replaced by the next recording.

Breaking The Frame” worked beautifully as a gadget, producing short (stop motion) films of you around the space from multiple viewpoints, which were then uploaded to your PICNIC profile page. I just wish there had been more in terms of a 'why' or perhaps some sort of question, assignment, or comment for the participants to do other than to just madly run around in the space. Perhaps some reference to staging, the panoramic image or even the photographic portrait, but of course, I'm projecting in ways not intended by the makers nor Mediamatic for that matter. And this is a criticism I have of many new media installations or gadgets. I missed some 'engagement.' A reasonable counter argument is that these gadgets were made in a week, so there was only time for 'play'. But how do we 'play' without engagement? Is entertainment actually play?

Yet the Mediamatic gadgets were a valuable contribution at PICNIC as accessible and unpretentious entertainment or as playful experiments. The set-up was very open, so anyone could play, paying member or not, young or old. This openness, was an important element because it broke down barriers. And sometimes the simplicity of the games meant people would just spontaneously join in, such as in “IK TREK” a tug-of-war game where a rope moves one way or the other in response to the amount of friends each registered “IK”tag has). I was showing someone how this worked, and then a person with many friends on his PICNIC profile swiped his “IK”-tag on the other side, causing the rope to reverse and move in his direction. Suddenly those standing around swiped their tags on the reader to help our side and before many seconds had passed, 20 or so passing individuals were now standing on each side of the rope, yelling and laughing. What are the boundaries between entertainment and engagement and where do they matter?

IK WIN was first developed over one week at the 2008 Mediamatic Hackers club by Simon Claessen, Axel Roest and Mathias Forbach, for PICNIC 08.
For PICNIC '09 it was a beautiful machine. I rode up in the elevator a number of times, competing against my opponent in the other elevator. The winner is lifted highest into the air, if their name is linked to the RFID tag with the most google hits

<< The person on the right is wearing one of the “ikGNOME” hats by Tijmen Schep. People could wear a red or a blue hat while being photographed in front of one of the “ikCam" screens located around the displays, the idea being to see which colour would win by being the most photographed.


Then there was the IK WIN set of elevators. Someone small and as badly dressed as I am, standing in one could surprise the man in a suit or the nerd standing in the other elevator by soarng into the sky above him! I love the tongue-in-cheek title reminding us of the absurdity of 'competition' as an end. You won by having more google hits than your opponent. You won by being raised into the air. You won, by having your name announced as the winner. And then one of the phrases: a voice would boom out “Who is this person?”

And so from the extrovert to the inner: I sat in on some of 'The Privacy Paradox in Social Media' lectures.
Rene Hansen from UBC (A global biopharma company focused on long-term illnesses) gave an example of how what is normally considered private, one's health problems, were shared and exploited to help each other on the website: www.patientslikeme.com
Started in 2004 by family members of an ALS sufferer as a way to pool knowledge on treatment and experience, it is built for and around patients. It requires and relies on trust for individuals to supply the information themselves and from this the website generates all sorts of information which anyone who wishes can access, including healthcare charts that show individual conditions and treatments over time. With over 50,000 patient-reported outcomes, this was not only useful for patients but also for research institutes such as UBC, Hansen said. This system is entirely based on information and measurements of health as judged by the patient, rather than on the health professional. Results were made anonymous and aggregated. His presentation was a success story of how empowerment helps research in healthcare.

Benjamin Joffe's presentation: “Humans, Robots and the Digital Panoptican
(you can view this as a SlideShare presentation on LinkedIn) looked at the issue of privacy as an aspect of the mutable phenomena of just what is public and what is human.

It connected well with the presentation: “Forget Privacy, just manage your identity” by Christian van 't Hof (a researcher at the Rathenau Institute in The Hague). He gave examples of how digital gadgets were creatively 'hacked' by ordinary users, such as a tagging device used by parents to locate their children: the children then used this device as a way of meeting their friends. His focus was on using the digital as a form of empowerment rather than control or lack of control. He referred to the panoptican, the Big Brother idea of a central control, as being replaced by a synopticon, where your information about anyone also means they could find information about you. In a sense this is already happening with various social networks that people fill with data. The issue is knowing how to manage, how to use the data that is collected about you as a tool for negotiation, and to develop systems that empower: that assume individual choice.

On the final morning I listened in on the “Ecomap Lab: THINK!” lectures organized by de Waag Society. Six speakers presented various types of mapping and interpretations of environments. Drew Hemment (www.futureeverything.org) discussed a few examples of participatory projects in which technology was used to encounter the environment in innovative ways and were the data collected could help change people's behaviour. He stressed the need for simplicity, transparency and reciprocity to engage people. “Climate Bubbles” involved masses of individuals blowing bubbles in Manchester where they recorded the wind speed for 10 minutes in 'micro' climates. The data was to be incorporated into a map of Manchester's winds. “Biotagging,” another project at the May 2009 Futuresonic festival, went a step further in incorporating individual input. Individuals were invited to classify plants, animals and fungi along a particular route in their own ways. This folksomic approach was used to build a bottom-up taxonomy of an area which could help a city council see how residents relate to this area. Drew Hemment's talk focused on a list of design principles for such projects. For me, all the points related to issues of engagement, who are the people this affects, why, and the meaningfulness of the non-standard and how this can be useful for projects involving masses of people.

Five presenters then focused on project they had or were developing. Daniel Kaplan (click to view his slideshow) presented the Green Watch (La Montre Verte) which records Ozone and Noise levels which are shown real-time on a mobile phone and on a website. It had two aims. to multiply the amount of urban sensors and make individuals aware of these two variables in their environment. I borrowed one of these watches for a few hours but found it heavy, and the mobile phone around my neck was overkill, but as a prototype it functioned well and required no maintenance to do its work.

Because the Dutch government had claimed that it wasn't feasible to distinctively measure the noise of airplanes, in 2004 Rene Post and others set up 23 monitors around the Schiphol airport area, establishing a noise monitoring system on a budget of 10, 000 euros. The system, Geluidsnet, also produced data that could be understood and more importantly accessed by a lay person. As a result, aircraft noise became a political issue, and the value of independent monitoring was made evident. The law was eventually changed so that producers of noise, such as airports, were obliged to supply data rather than to say it wasn't possible.
Screenshot made on 14 October 2009 at 13.53.
See: www.geluidsnet.nl. The numbers and colours indicate raised noise levels. If you click on a number, more information is available from that sensor, including levels over a period of time.


Geluidsnet works brilliantly even today using multiple independent small monitors, displaying real-time and data over time, which can be seen by everyone on a website. It has also meant that noise level agreements, for example with contractors, can be monitored or, on a more personal level, that the noise level from a dance party is transparent. People can also subscribe to an email digest of this data, so Geluidsnet is certainly a success story in using technology as a means for empowerment and awareness.

London-based artist, then Usman Haque gave an outline of the Pachube project, a web service which 'patches' data in realtime from sensors (which can be objects, devices & buildings) from anyone around the world. Any device that is connected to the internet (wired, wireless or via SMS gateway) can store, share, graph and distribute its datastreams in real time using Pachube. So the pachube website can show, for example, that today (Oct 14th 2009) someone in Dipton, (a town about 30 km north of Invercargill in New Zealand) is sharing some data from a sensor measuring carbon dioxide levels. This page has a list of ways Pachube could be used: from farmer to scientist to designer.

Shane Mitchell introduced Connected Urban Development (CUD) organized by Cisco in partnership of 7 cities (Amsterdam, Birmingham, Hamburg, Lisbon, Madrid, San Francisco, Seoul) which works at reducing carbon emissions while enhancing the quality of urban life in these cities. He then showcased the San Francisco urban eco map.

Nerea Calvillo presented In the Air a visualization project for the microscopic and invisible agents in the air of Madrid (gases, particles, pollen, diseases, etc). She showed a number of prototype visualizations where the various elements changed a little like cloud formations in the air in real-time, and in a sense raised the profile of the intangible space of the city. 15 sensors feed information about 5 pollutants into the system which was used to make the dynamic visualization. The aim of the project is to provide a platform for individual and collective awareness and decision making, which it does via the website and displays in public spaces. They also run workshops using low-tech elements for the same purpose such as tagged balloons.


I also participated in the afternoon session, called “MAKE.” chaired by Frank Kresin and others. One of the exercises was to work in small groups to come up with an approach to creating systems that affect human behaviour. The group I was in had the theme: 'engage everyone', and we chose to view the environment as an interface so that individuals not only didn't need any gadgets to facilitate interaction, but rather individuals were needed to look or listen to the environment around them for input or output. Some examples we came up with were sensors that could read the speed of a passing mass (whether you passed by car, by foot or bicycle) which would affect a display on a board, in a tree or a shop. Some displays could be made so you could only see them if you cycled or walked, while perhaps for a driver, if they passed a point, the display went blank. In looking at ways to reward rather than punish, we thought that on days when pollution was high, buses would be free, and cycle lanes widened. Other ideas included using planning in the way plants or pathways or shelter-ways were made, so that walking or cycling to work was more stimulating as well as easier.

Wednesday, November 19, 2008

11 September: Mini-symposium + "killer tv" presentation

Sarah Kettley was my co-supervisor for my graduation project for my masters in media technology and to make the most of her visit to Leiden in September with Alex Reuneker (www.reuneker.nl) + Kirsten Korevaar I organized the mini-symposium issues of engagement
in digital media artworks
and literature
(go to this page for more about this event) and thanks to Lucas + Rob, we had an evening in the Waag where she gave a session on her wearable technology for their interactive internet "Killer TV" event.


Above: The ceiling of the waag main conference room is filled with paintings of shields from when this room was used by the surgeon's guild for displaying and demonstrating the cutting up of bodies.

Right: Sarah presents while Matt watches.



More about Sarah is at: http://www.sarahkettley.com

Friday, October 10, 2008

A Picnic Sampler :: 24- 26 september, 2008

"8,535 professionals from the creative and technology industry from more than 100 countries took part in at least one of the sessions at the PICNIC’08 event. A third of the conference delegates were visiting from abroad. A further 3,000 or more, watched the PICNIC live video stream."

I was one of the lucky 25 researchers who were given a free pass to this event in exchange for writing an article. Below is a variation of what I wrote for the Reader, comments and criticism are welcome.

My experience of Picnic was the result of dipping in and out of the parallel sessions, a kind of mobility and open access that the picnic format encouraged. My zapping gave me an overall impression of a great diversity of perspectives.

Charles Leadbeater in his presentation: “We think: The Power of Mass Creativity,” on the first day of the PICNIC conference, used the metaphor of pebbles on a beach for individuals in the 21st century who have use of the internet and web technology, contrasting this against the bygone age of boulders broadcasting. I loved his optimism and agree that user-generated systems are a way to develop communities, and from them innovations that could be globally empowering (see the 10 minute summary of his book:
We Think on YouTube).

However more access doesn't necessarily lead to better or more diverse communication. As he stated himself, without collaboration or something more, pebbles lie randomly and unconnected on the beach. One of the issues of the web 2.0 world is that it is for those with time and access, for the privileged. However his premise: openness, open source, everyone contributing and sharing en masse not only makes sense, it is also a means to a diversity beyond. Wikipedia is an example: it could not have worked, not been such a wonderful resource, if it hadn't been open to all. However wikipedia also demonstrates the inbalance of access. English language contributions far outweigh other language contributions, yet Wikipedia is more diverse than any other reference tool: as of 9-10-2008 there are 255 language versions. However because it is user-generated, we are aware that the 'truths' added by individuals like ourselves contain some level of subjectivity. So knowledge can be treated differently and in multiple ways, in contrast to having a canon of knowledge accessed via library books. Leadbeater's emphasis was that we need systems that allow people to contribute and share, and in which contributors gain some sense of purpose, some shared payoff which makes the conflicts that diversity entails worthwhile. This differs from a hierachical system in that the content (or meanings) are created by the innovations of pebbles, of various individuals, and is open to use. My only criticism of Leadbeater is his seemingly uncritical acceptance of all that is available on the web, where the perspectives of women and non-westerners are less visible than they are in other worlds. However his stress on sharing and openness is a way towards more diversity.

Stefan Agamanolis's presentation hit one of my concerns of Leadbeater's presentation on the head. While showing an image of various real wearable gadgets that all looked like technological sportswear, and he asked why were these designed like this? Why the need for speed and the instant?

The next images of wearables: a solar fan and a parasol, immediately made the point. They were aesthetic objects with a purpose. The solar panels in both items provided evening ambient lighting. These intricately embroidered elegant lace-like objects were not only ecologically-sound, and cultural expressions of a quality not often seen in new media, they were also examples of gadgets that seemed to celebrate the passing of time.
Earlier Agamanolis compared things like mobile phones to Fast Food, where the taste (of the experience) and nutrition is subordinate to the access. Physicality is always part of an experience, and the projects he demonstrated gave insights into how the physical experience can be savoured as part of the communication or purpose of a gadget. One example was Jogging over Distance, in which your heart-beat in relation to your co-runner affects the spatialised voice, so runners speed up or slow down in order to "stay" with their partner. Agamanolis seems to be celebrating distance in a world that seems to have traded hierarchical centres (Paris, New York) for virtual ones.

Two of the mediamatic hacker projects touch on the idea of being part of “virtual centres”with humour. iKWiN (developed by Simon Claessen, Axel Roest and Mathias Forbach) consists of two elevators in which you stand after registering your “ik” RFID tag (tags which each person at the conference were instructed to wear). The 'game' is to see which person's profile scores highest on google. Of course, a winning score doesn't relate to any content or the quality of impact.

Likewise with between two points, to register your RFID tag.
IkRun: a race of about 200 metres
Designed for speed, this system threw your registration out of the system if you were slower than about 20 minutes. Artists, Harold Schellings and Peter Mertens (pictured on the right taking 11 minutes to complete the run) had also noticed this. Their project, (The Right to be Slow) during picnic was to celebrate the range of time.


Admittedly both of these projects were made in a workshop a week before Picnic started, but it would not have been difficult for IkRun to be inclusive for slower participants if that had been the purpose.

The author of How Computer Games Help Children Learn, David Williamson Shaffer, gave a presentation on “Epistemic Games”. This reiterated Leadbeater's emphasis that creatively is developed by practice and participation. Josephine Dorado's presentation of Kids Connect showed teenagers communicating between New York and Amsterdam in the virtual (Second Life), but Shaffer's games were rooted in real-life problem-solving projects.

>> Josephine Dorado presents Kids Connect at the Young Picnic Special



And as part of the session, on “Anytime Any Place Learning”, a donkey-borne webcam made an appearance. The donkey
was part of the school project, Donkeypedia. Children were asked to list locations in their neighbourhood in various ways, and they added them to the website. The donkey visited these locations indicated by the children as part of a visit to the school, and if possible, fulfilled a child's wish. In one case, lighting was provided for a “scary” place. The project, launched in August 2008, will proceed from village to city, throughout Europe. The locations and assignments, recorded and stored by the gadgets the donkey carries, are uploaded to the website (at the moment only in Dutch), enabling children to follow events.

There was also a day of presentations by various European medialabs which I dipped in and out of, randomly encountering Simon Robertshaw's show-and-tell of Sandbox in Preston in the north of the U.K., Irina Blomquist who mentioned that collaboration wasn't just consensus but about taking responsibility, and Frank Kresin who presented two waag.org projects located in Amsterdam. For one of these, people wore headphones and followed a route and instruction for experiencing your religious heritage. Madretsma (Amsterdam backwards) was a
visualisation of Amsterdam's slavery history.                 Simon Robertshaw presents Sandbox

Next morning I joined The Next Women (www.theNextWomen.com) breakfast, which included an offer + ask session to match people who could help one another. It felt rather odd participating in such an entrepreneurial way, but it broke the ice for a group of 50 and might led to some work.
25 matches were made within fifteen minutes!

During The Next Women Brainstorm Camp


Normally I would not attend a business-centred session, but here I felt quite at ease, the three pitches were called presentations and while the criticism given was direct, it created a sense of trust and respect. Three women were competing for one opportunity, but the atmosphere was dominated by constructive criticism rather than competition. An atmosphere dominated by female voices is an opportunity for other ways of doing business.
Simone Brummelhuis, organiser of the event mentioned that women don't like the word ‘pitching,’ so they called the event a “Brainstorm Camp”. This small example of an alternative approach provided an opportunity for inclusion and as a result, more diverse feedback for the event. In contrast, I walked out of the “Games go Social” session, even though the gaming world is more my environment than a business world, because the atmosphere was so oriented to under-35 male interests. Admittedly, if the sessions had been more open in orientation, I would not have noticed the gender nor the fact that I was one of the few females (briefly) in the audience. One of the points that resonated from "The Next Women" session was the emphasis on collaboration and involving the knowledge of your audience, and in their case, involving female and male perspectives.

Adam Greenfield's session was a reminder of how mutable 'space' is. His image of four people seated next to each other, each engrossed by the phone in their hand, is funny but a poignant reminder of how technology can and does distract us from our physical surroundings.
Even more intrusive, he argued, is the information gleaned via the web, (such as data representations of the amount of crime in an

Adam Greenfield presents at the conference.
The caption reads: Where are you when you are on the phone?

area or Twitter notifications of what all your friends are doing) which influences our actions, especially if the interface seems ubiquitous such as via billboards. Even though his talk centred more on the benefits of surveillance systems, such as avoiding queues, rather than on how technologies change the choreography of our daily movements, such as allowing us to avoid interacting with an entry attendant by just swiping a handbag bearing a chip, his presentation did warn of the subjectivity of data. A touching example is the flickr geotagging function (which depending on your perspective reveals how un-unique you are as a photographer or is a visualisation of how this monument has been seen by others). A scary example was of a driver being killed by an automatically actuated pole that suddenly blocked an entrance. Greenfield's slogan “Everyware” is the title of his book.

During the “Open Museum” session, Fiona Romeo of the London Maritime Museum spoke of using museum objects as game objects in a virtual environment for visitors to build experience in various time frames and mappings. She noted that copyright was a major barrier to releasing data for open creative use. Jelmer Boomsma gave some examples of using existing social networks such as Hyves to enable users to customize what they wanted to see or participate in during museumnacht, and to forward this to their friends.

Fiona Romeo, discussing how the “The race to the South Pole” project of the London Maritime Museum, made use of web technology. http://www.nmm.ac.uk

Seb Chan's (www.powerhouse.com) presentation addressed more long-term issues for museums such as how to build forms of reputation and trust online, so researchers and those with knowledge would be willing to share. He also mentioned the need for museums to connect more with other institutes online, to give more relevance (and context) to their collections, adding that museum communities are now not just those inside the physical building.

Loic Le Meur's presentation in the conference of seesmic.com was punchy and inspiring and showed potential for an alternative video-sharing portal. After various talks about making change in the way we do things, that evening's Green Challenge Awards (www.greenchallenge.info) was a demonstration of putting some of this into practice. Greensulate (www.ecovativedesign.com) organic insulation won the 500,000 euro prize to go towards marketing a greenhouse-gas reducing product.

Another event that seemed to be about alternatives and putting these into practice was the day-long “Surprising Africa” sessions. It was a pity that I only found time for 2 sessions. Journalist Olivier Nyirubugara (www.africa-interactive.net) demonstrated his mobile reporting project, Voices Of Africa, where reporters use mobile phones (General Packet Radio System (GPRS)) to produce video footage, written reports and photographs and upload them direct. It was an impressive demonstration of no-fuss innovation.
Two things that I took from Ethan Zuckerman's presentation was how access to media helps protect citizens against injustice, such as a phone call which was then immediately broadcast via the radio, resulting in the police leaving a home, and the high quality of the reporting made with mobile phones. On visiting www.globalvoicesonline.org initiated by Ethan Zuckerman and others, I was impressed by the diversity of news stories from all over the world.
At least that is how it seemed: on reading the guidelines, I read that news from West Europe and North America was not covered at present :) “Global Voices seeks to aggregate, curate, and amplify the global conversation online - shining light on places and people other media often ignore.”

Tuesday, September 9, 2008

september 4 - 7th: ARS Electronica in Linz, Austria

I travelled by bus with about 40 other students from the Hague to Linz. It was a 14 hour overnight journey. I took a pile of bedding hoping to sleep, because in 2005 when I last took this trip, I was a wreck.
I sat next to Matt, mainly, because I just didn't feel like making small talk with anyone and he had recently had his jaw broken, so ignoring him wouldn't be a problem! As it turned out we chatted all night and I am really glad that we got to know each other.

Downtown Linz

The ARS ELECTRONICA Festival for Art, Technology and Society is an annual event. I decided to go at the last moment because of the conference on September 4th which featured 4 speakers I'd cited in my graduation paper Engaging Media: issues of engagement in media art projects for my masters in Media Technology. Interaction, Interactivity, Interactive Art - a buzzword of new media under scrutiny was the title of the 8 hour conference. It was fantastic and I even got into a little debate at the end.

September 4th: SoUNdSET, an interactive sound collaboration by Italian artists Domenico Sciajno and TeZ aka Maurizio Martinucci, is a 8 channel sound performance made for the Pöstlingberg circular terrace on a hill above Linz.



September 4th: Performance at Pöstlingberg by Evelina Domnitch + Dmitry Gelfand

...to be continued...










Thursday, June 12, 2008

Augmented Reality workshop at Mediamatic in Amsterdam

I participated in the: Augmented Reality Games: Rapid game design workshop hosted by Mediamatic and given by Jonas Hielscher (Cologne), Julian Oliver (NZ/Spain) + Klaas Kuitenbrouwer (NL).

After some lessons in the opensource 3D modelling programme Blender and Julian's demo of Levelhead, we were introduced to the open source C and C++ language software library for building Augmented Reality (AR) applications: ARToolkit.
The ARToolKit was originally developed by Dr. Hirokazu Kato, and its ongoing development is being supported by the Human Interface Technology Laboratory (HIT Lab) at the University of Washington, HIT Lab NZ at the University of Canterbury, Aotearoa /New Zealand, and ARToolworks, Inc, Seattle. More info: artoolkit.sourceforge.net

<< Julian demonstrating his AR game, Levelhead. You hold it in front of a webcam and when it reads the markers on the sides of the cube, an image of a room and a animation of a white silhouette of a male figure appears. You navigate the figure in the rooms by moving the cube at different angles until it reaches different levels.


<< Jonas + Julian show the how the simple type of marker works with an earlier version of ARToolkit than Julian used for Levelhead.


The ARToolkit Pro doesn't work on Apple computers which were supplied by Mediamatic. However I ended up - largely due to Julian doing 99% of the work, developing our game idea on my 2 week old Linux system on my laptop.

<< Floris Schreuder (on the right) my partner for our AR game (left) Follow the Rainbow
The workshop also involved working in groups to develop a game, that hopefully utilized AR. The 9 of us worked on 3 games and there were two c ++ programmers in the group. I was absolutely delighted that in our group of two, I ended up being the "pretend" programmer for our game. I say "pretend" because Julian did the programming and all I did was play with variables.

The goal of the game was to find the pattern (the rainbow sequence in order to change into an "angel", "superhuman" or "alien". So in wearing the marker (a feather) a 3D blender-made head would appear (here Floris used the default monkey head with some textures and for this prototype we just had one head) and this would change randomly when you moved into another space (such as taking a step).
<< Jelle van der Ster is the individual behind the mask


While the square of colour (over your soul/heart) changed meaningfully and was the real clue to follow. So part of our idea was the illusion or trickery (also fun) of following sensation or the face or what is most visually impressive rather than the more subtle indications of one's heart/soul. The head was not supposed to change colour, but, all this was programmed by Julian in between helping all of our groups, so it definately was a rush job.
<< Hein Eberson is the individual behind the mask



I was really pleased that Julian was patient with my questions and that I was able to follow most of what he did. Of course doing it myself is quite another story, but I'm inspired to pick this up again once pressing deadlines in my life are out of the way and then to see how far I can develop this game idea into something interesting and who knows, engaging :)

Monday, March 17, 2008

Festival of new music in the Hague

On March 15th, there were two performances in the Hague City Hall. The first was Six Pianos by Steve Reich and the second was the hour long piece Crazy Nigger by Julius Eastman which began with 4 pianists (see image on the left) and finished with 12 pianists on all six grand pianos. It sounded awsome.

The festival is a day long event which occurs several times a year. The website is only in Dutch.

And late that night, our work was on the screen for about 20 seconds in a theatre in the conservatory :) You can play in our world here

Tuesday, November 13, 2007

16th October :: on gaming + augmented reality :: Amsterdam

On October 16th I attended a seminar titled Games as tools. The first lecture by Friedrich Kirschner (www.zeitbrand.de/) who showed his Moviesandbox application for modifying characters and setting inside the Unreal Tournament engine. It was the first time I'd seen a mod that I thought went a bit more than showing off the programmer's skills. In his case, he had developed something so non-programmers could use this. (see: moviesandbox.com)

Above: Friedrich Kirschner at the Cinekid Games as Tools Seminar. This image shows how he dipped objects in milk to make a 3D (displacement) scan. He has instructions for how you can use this Milkscanner application for use in 3D environments here.

The next speaker was Daniel van Gils who showed an interactive project he developed for the VPRO (Dutch public broadcasting corporation with a focus on culture + art) children's programme Villapark.
There's a review about this event on the University of Amsterdam Masters of Media blog. The seminar was the kick-off for the 4 day Games-in-crossmedia workshop.

I went to another lecture a day later, given by New Zealander Julian Oliver where he showed his augmented reality box, Levelhead. Basically: a webcam interpretes patterns on a face of a cube and c++ converts these into a 3D image of a rooms, doorways and stairs which a figure can move about in. You navigate the figure's walking movement by moving the cube in front of the webcam.

festival link of the week: Cinekid annual festival in Amsterdam of interactive installations, films, lectures, etc: