Designing Tangibles for Learning: An Empirical Investigation
Summary: Recent developments in wireless and sensor technologies make it possible for computational power to be embedded in objects and the environment. These objects and locations can be networked together in a number of different ways, and can be linked to various forms of digital representation, e.g. an image or animation on a screen display, a sound, or even a change in the object itself. Digitally enhancing physical objects and real world environments in this way offers the opportunity for learners to explore physical or scientific phenomena in new ways. Although research studies demonstrate the technical possibilities of such ‘tangible environments’, little is known about their particular value for learning.
Led by Dr. Sara Price and Dr. George Roussos at the London Knowledge Lab.
Project website
Projects
If you require any information about the projects below and can't find anything on this site or on the web, then please contact me.
Orchestrated Manoeuvres in the Dark: Playing with WiFi Toys at UK Festivals
Summary: In Orchestrating Maneouvres in the Dark we seek to promote performative interactions with wireless, Peer-to-Peer toys in highly mobile and non-discrete spaces that are temporary and fleeting – much like street theatre and walkabout performance, where passers-by stumble upon the performance by chance. This raises questions about how to design interactive systems that are not only intuitive and unobtrusive, but also enticing – that encourage spontaneous interaction by passers-by without any or very little instruction. The project page describes its development through four case studies of nighttime use at underground music and performance festivals/events in the UK. In reflecting on our experience of designing for wittingness through performative interaction we outline guidelines for developing multi-participant Digital Live Art, and reflect on the use of camera phones for observational data gathering. The camera phones portion of the project is supported by Mark Rouncefield's Social Interactions and Mundane Technologies grant.
Sheridan, J.G. and Bryan-Kinns, N. Designing for Performative Tangible Interaction. International Journal of Arts and Technology. Special Issue on Tangible and Embedded Interaction.
[In Press - 2008]. ISSN 1754-8853.
Hoverflies: Object as inducement to performative and playful encounters
Summary: Emergent Objects is a university-sector research project funded by two of the UK government’s Research Councils, the Arts and Humanities Research Council and Engineering and Physical Sciences Research Council, under their joint initiative, Designing for the 21st Century (D4C21). Our objectives are: Design and build an interactive object which entices performative interaction and play; Explore notions of performed acceleration; Use paradigms from HCI, scenography, architecture and performance to inform both process and outcome; Use accelerometers as mediating technology.
Project page
Harmonograph: Two pendulums swinging opposition to control audio/visuals
Summary: The Harmonograph research is a collaboration between Jennifer Sheridan and Nick Bryan-Kinns. We built a wooden mechanical apparatus - which swings two pendulums in opposition to create geometric images such as Lissajous curves. Early Harmonographs were used to create the curvey images on bank notes. We have augmented the Harmonograph to bring it in to the digital age. Our design of the digitally augmented Harmonograph is now being used for the Hoverflies project (see above).
Images and video to be posted online in the future
Analysis of Algorithms for Real-time Analysis of Acceleration Data
Summary: Current ubiquitous computing research is exploring the ways wireless artefacts can acquire and analyse real-time sensor data. Sheridan's PhD Thesis explored how the invisible and under-explored phenomena acceleration can be used to drive ad-hoc artistic expression through naturalistic interaction through the use of accelerometers. During her research, she collaborated with external partners to develop a prototype ubiquitous computing system for wireless, peer-to-peer interaction and used this system for highly mobile and wireless ensemble performance for indoor and outdoor environments. (At the time of the grant application), two technology demonstrations have taken place and an international journal paper was produced discussing an early prototype. A Small Research Grant from Lancaster University allowed Sheridan to further explore this research.
Findings available on request
iPoi - A tangible exertion interface for clubbing
Summary: Imagine swinging a tiny computer around your body to create live visuals and audio like a DJ or VJ. iPoi is based on the ancient Maori art of poi and uses a wireless, peer-to-peer, sensor-packed upgrade of the original. iPoi is created by embedding tiny computers in tennis balls and socks, and swinging them wildly around your body. iPoi uses the wonder of acceleration, the hidden force that is in our every movement and has been performed in nightclubs, festivals and conferences in the UK, North America and Australia. To see a video of one iPoi performance, click here.
Project page
Social Interaction and Mundane Technologies
Summary: The two year project "Social Interaction and Mundane Technologies" led by Mark Roucefield (Computing Department, Lancaster University) will examine the impact of new technologies such as email and mobile phones on social and organisational life. The project is a joint collaboration between Microsoft, Nokia and Lancaster University. Mark has asked me to provide a photoblog of my life/research for the project.
Further information available here
Threshold
Summary: Led by Nadia Mounajjed, Chengzhi Peng and Stephen Walker - School of Architecture, University of Sheffield. Threshold was an interactive site-specific installation which investigated interactivity in the space of threshold. It also examined the impacts of composite soundscapes on the users' spatial practices (ie. movement and interactivity). The artwork originally was
conceived from the concept of a threshold, which is a particularly interesting and composite
space: rich, transitory and located between the inside (with its stories and privacies) and the
outside/public space (in this case, the city with its disclosure and exposure). Moreover, the
notion of threshold is also associated with sensation when defined as the minimal
stimulus/energy evoking and producing sensation. A threshold may stimulate different
sensations of intimacy, intimidation, nostalgia, or sympathy. Similarly, the Threshold
intervention was a work that stimulated sensation with visitors. The aim was to create a
relational connection and exchange between the users and the architectural site.
Click here for more project details and technical info
Click here to download a paper by Nadia Mounajjed [PDF]
Metamorphosis - inagural e-Campus underpass installation
Summary: I was commissioned by the Friends Programme at Lancaster University as an Artist in Residence to manage and curate the inaugural content for the e-Campus Underpass project at Lancaster University. I worked closely with my own members of BigDog Interactive (formerly .:thePooch:. and with Tom Llyod, Dan Fox and Hannah Fox of (the former) Welfare State International. The experience was entirely controlled by the flow of traffic in the underpass. Multiple hidden sensors scattered around the underpass registered any movement in the exhibition space sending coded messages to the audio-visual equipment. For example if a vehicle approached the butterfly projected across the screen, the butterfly would appear to become afraid and fly back into its chrysalis. I collaborated with Welfare State International artists, computer scientists, performing arts students, youth housing residents, stilt walkers, photographers, musicians, bus drivers, and the public. Metamorphosis involved a month-long exhibition at the Lanternhouse in Cumbria, three participatory workshops and an Opening Night performance party in the Lancaster University underpass.
Video of the workshops and Opening Night party
Project page
.:thePooch:.
Summary: .:we explore non-navigational spaces and interfacelessness:. .:we use less technology, not useless technology:. .:we like extreme prototyping:. .:we build rather than blog:.
Goto the .:thePooch:. website
The Pooch is now BigDog Interactive
The Cubicle: Exploring Cube Affordance
Summary: The Cubicle is a physical interaction device. It takes the form of a cube, augmented with sensors, processing and wireless capabilities that allow it to sense its own state, as well as gestures performed with it. It can act as a physical interface for navigation, input and gesture recognition. The Cubicle has morphed into several projects - see them here.
Camera phone interactions for large public displays
Summary: In this collaborative project between Tico Ballagas (Aachen) and Michael Rohs (ETHZ) we were interested in finding mechanisms for users to use their mobile phones as ubiquitous pointing devices for public and situated displays. The Point & Shoot technique allows users to aim the mobile phone camera to select objects on a situated display using a cursor on the live camera image of the mobile phone. This technique uses Visual Codes to establish a coordinate system on the situated display independent of the viewing perspective. Several publications resulted from this project including a book chapter.
See video of the Point and Shoot technique
Project site maintained by Tico Ballagas