Monthly Archive for April, 2004

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TinyLine: an SVG toolkit for J2ME

TinyLine provides Mobile SVG Applications and Development Tools for J2ME devices. Mobile SVG (Scalable Vector Graphics) is a new vector graphic format developed by the W3C. Mobile SVG defines images in XML as shapes with attributes like colors, sizes, and line thicknesses. In compare with other vector graphics formats like Macromedia Flash or AutoCAD, the advantages are that Mobile SVG is XML based, open and designed for wireless transmission and display.

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TeamFrames data analysis

Today I discussed with Pierre about the methodology of making sense of the data coming out of the TeamFrames questionnaires. Just looking at the categorisation I made of the respondents with the relative profile, he expressed the opinion that what we called “collaborators” are more cooperators and that our “cooperators” are more individualistic person. His approach is more to understand if the tool’s log may predict the study style and vice versa. He dislike the idea of validating the data through the results of the shs project because he feel that the students were too detached from a constant usage of the tool, consequently the outcomes might not connected with the usage patterns. Nevertheless a validation of the found clusters is possible and desirable. To achieve that we can try to follow the following paths:

a) clustering the users using the usage patterns and comparing the obtained clusters with the one already got;

b) asking a different bunch of question in the second questionnaire and see if the answer patter are kept the same;

c) find external validation in the literature.

Other interesting things to look at are:
1 – comparing the usage patterns with the clustering we have got: “Do cooperative people respected more deadlines?”

2 – compiling the matrix of matrix of group number X number of people for each cluster.

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Ben Russell

Russell is the author of headmap (www.headmap.org), a blueprint for wireless location aware devices and one of the founders of the Locative Media Lab (www.locative.net).
Previously head of the silicon valley office of the game physics company Mathengine (Mathengine physics is used in ‘A list’ games including ‘Enter the matrix’, ‘Unreal’, ‘Planetside’ and ‘Rainbow Six 3′. Mathengine physics is now a part of the Canon subsidiary Renderware’s advanced middleware solution for game developers).

Marc Tuters

Leader of the GPSter project, currently at the Banff center heading development of an 802.11 based location sensing platform. Also leader of the critical discourse surrounding locative media and organiser of a series of international locative media workshops.

[link to gpster]

A bite of Python on SmartPhones

Today I discovered that Nokia is thinking about enabling the 60s series of its mobile phones to interpret Python programs. I always have been a fan of Python for its easy to use and understand. So I decided to take out my python books from the shelf and start studying back.

There is already a couple of things I want to try out. For instance I would like to add an interactive capability to my site to inform the visitor of my location. This will be my first exercise.

The second exercise will be to try to get some serial data over a Bluetooth communication. To this extent I discovered that there is a specific Bluetooth protocol developed by Nokia which is called Affix and which is distributed via GPL kinda. The good thing is that apparently there is already a module for python which is able to play with this Affix protocol. Cool.

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The process of our next paper

[to live or to master: give examples on when people live and when people master – what does it mean to be an active citizen, what does it mean to take responsability for proper choices/life style – what does it mean to have a community life – how can we rethink the change? – how can we democratise spaces?]

>> process: understand how people perceive the city, what are the cognitive process related to learning, (1st dimension), how the way people undestand the city reflect in the way people live the city space? – how people live the city? What are the current opportunities for being part of the community and being an active citizen? (2nd dimension) – How technology can help making the shift (if it is possible) – What are current opportunities (examples) – What is our approach to the problem (3rd dimension).

Rain in April on my p-patch

it’s a bit sad …
congiuntivite

conjountivite

NO COMMENT
congiuntivite

di una citta’ …

“D’una città non godi le sette o le settantasette meraviglie, ma la risposta che dà a una tua domanda.” (Italo Calvino)

The Mega-Cities project

The Mega-Cities Project is a transnational non-profit network of community, academic, government, business, and media leaders dedicated to sharing innovative solutions to urban problems.  Their aim is to make cities more socially just, ecologically sustainable, politically participatory and economically vital.

Their mission is to create new knowledge; to shorten the lag time between successful urban innovations and their implementation; and to prepare the next generation of urban leaders for the complex challenges ahead.

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Mogi item hunt interface

3D-map-lg

centre-tokyo-lg

web-interface-lg

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mogi Item Hunt aerial view of the city

Today I found this aerial view of the city which was designed for “mogi item hunt” game. I like the way items are arranged in the map, the emergent labeling of the game, the perspective, the air fading, and the representation of the avatars.


[photo: Paul Baron, via links.net]

Newt Games

Newt Games is a company focusing on design and production of location-based games. Their are the designer of KIDDI Mogi Item Hunt.

[site]

Natalie Jeremijenko

Natalie Jeremijenko, is a design engineer and technoartist. Recently she was named one of the top one hundred young innovators by the MIT Technology Review, her work was featured in the Tate Gallery Cream 2, and a large project was commissioned for the opening of the museum MASSMoCA (www.massmoca.org ). Her work includes digital, electromechanical, and interactive systems in addition to biotechnological work that have been included in the Rotterdam Film Festival (2000), the Guggenheim Museum, New York (1999), the Museum Moderne Kunst, Frankfurt, the LUX Gallery, London (1999), the Whitney Biennial ‘97, Documenta ‘97, Ars Electronic prix ‘96, presented at the Museum of Modern Art in New York. She was a 1999 Rockefeller fellow.

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[xdesign lab]

Giles Lane

Giles Lane is the founder of Proboscis and directs the research programme SoMa (social matrices). He is an Associate Research Fellow at the London School of Economics MEDIA@LSE programme, and was Research Fellow in Communication Art & Design at the Royal College of Art (2001-2002). Prior to that he was Writer, Editor & Curator to the Computer Related Design Research Studio at the Royal College of Art where he commissioned and published 5 books for the RCA CRD RESEARCH imprint and curated two exhibition projects: This Appliance Must be Earthed and Click Forward Online Films. Giles was founder and editor of COIL journal of the moving image (1995-2000) and editor of Mapping Perception, a book and CD-ROM accompanying the science-art project. Giles co-authored (with Paul Farrington) Interactive: the internet for graphic designers (Rotovision 2002). Giles has initiated and managed many of Proboscis’ projects including: Mapping Perception, Private Reveries, Public Spaces, Urban Tapestries, Sonic Geographies, DIFFUSION eBooks, COIL and Topologies. He leads Proboscis’ consultancy projects including work for IDEO London, Rotovison, NESTA and the Arts Council of England.