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iBrussels workshop - preparatory slides

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  • Work:
    TWINIConline sharing platform for notes, videos, audio,…
    QuTiReal time monitor for queue sensitive events.
  • Use cases: student organizations or other social groups trying to organize (or communicating) activities, campus teachers notifying students last-minute about illness, SME’s communicating special sales to customers, friends sending updates to their friends, …
  • Use cases: student organizations or other social groups trying to organize (or communicating) activities, campus teachers notifying students last-minute about illness, SME’s communicating special sales to customers, friends sending updates to their friends, …
  • http://www.facebook.com/press/info.php?statistics=
    FB:
    * More than 150 million active users
    * More than half of Facebook users are outside of college
    * The fastest growing demographic is those 30 years old and older
    * Average user has 100 friends on the site
    * More than 3 billion minutes are spent on Facebook each day (worldwide)
    * More than 13 million users update their statuses at least once each day
    * More than 3 million users become fans of Pages each day
    * More than 800 million photos uploaded to the site each month
    * More than 5 million videos uploaded each month
    * More than 20 million pieces of content (web links, news stories, blog posts, notes, photos, etc.) shared each month
    * More than 2 million events created each month
    * More than 20 million active user groups exist on the site
  • http://www.nickburcher.com/2009/03/facebook-usage-statistics-by-country.html
  • Gebeuren prachtige zaken binnen de muren zowel als buiten de muren: verbinden!
    Nieuwe content-creators bijgekomen: op artistiek én op beschrijvend vlak!
  • Transcript

    • 1. Social/mobile applications on the wireless campus Kristof Michiels – IBBT-SMIT – iLab.o – Vrije universiteit Brussel
    • 2. Agenda 2 • The Wireless Campus and its applications • Aspects of mobile computing • Social computing and cultural institutions • If time left: case of Brooklyn Museum (NY)
    • 3. The Wireless Campus 3 • Mission:  a permanent test- and demozone  active partnership with industry, government, young developers & entrepreneurs  platform for scientific research and education • Focus on mobile (city) services & applications • Offer living lab environment with 10.000 users • Urbizone as catalyst
    • 4. Experiments 4 • Build, test & evaluate mobile services • Different application domains – Sport & leisure – Education / R&D – Culture – Work/productivity – Social networks
    • 5. Currently under development 5  Sport & leisure: • MIND THE STEP Motivational, sustained physical activity monitor.  Culture: • MOBILE MUSEUM GUIDE creating personalised musea experiences through mobile devices.  Community support: • MOBILEIZER (OYBLE) Multimodal group communication hub  Work: • QuTi Real time monitor for queue sensitive events • TWINIC Online knowledge sharing platform • WAYFINDING 2.0 Sensor-based navigation for public spaces • RADIATION MONITOR Compound radiation measurements for public safety
    • 6. AirGraffiti  - Context aware urban mobile service  - Provides a highly personalized city experience, tailored to specific interests, expectations and situation  - Allows for dynamic in- & outdoor trails  - Uses GPS, QR-codes, RFID-tags  - Use cases: city trajectories, museum guides, mobile quests, urban story telling  - Today: Poster + limited demo on req
    • 7. Mobileizer (Oyble)  - Multimodal group communication hub  - A platform that allows any group to stay connected through a computer and/or a mobile phone  - Uses SMS, e-mail, the web, an API and screen scraping  - Embeddable widget allows subscription on every web site  - Use cases: Student bodies organizing activities, Teachers sending students last- minute notices, communities keeping each other up to date  - Today: Poster + demo at the boot
    • 8. Wayfinding 2.0  - Sensor-based navigation experiment on the campus  - Uses active nodes on the campus: displays + RFID readers attached.  - Users navigate the campus with a passive RFID tag  - Each node provides a visual queue & info on how to get to the next node  - Dynamic trails with minimal configuration. Use cases: future events on the campus  - Today: Poster (currently in early development)
    • 9. Mind The Step  Community website for stimulating a healthy lifestyle.  Diet is monitored through simple questionnaires.  Physical activity is automatically monitored through a smart sensor.  Will the community aspect improve compliance?  We are targeting large employers to launch a competition among different departments.  Today: Poster + sensor demo
    • 10. Air Graffiti
    • 11. Internet of Things?
    • 12. Will change way we interact with physical world
    • 13. AirGraffiti  Context aware urban mobile service  An engine for the Internet of Things  People can describe and experience physical objects, places and events  Users can create clusters of objects. Smart-context engine helps in the process  Allows for dynamic in- & outdoor trails Native iPhone app coming soon!
    • 14. AirGraffiti  Mission: To provide a highly personalized city experience, tailored to an individual’s interests, expectations and situation  Use cases: museum guides, city trajectories, mobile quests, urban story telling Native iPhone app coming soon!
    • 15. The importance of the mobile and the social? 15 Overgang nieuws als product van een gevestigd instituu naar nieuws als onderdeel van een communicatie-ecosysteem dat bestaat uit officiële kanalen, informele collectieven en individuen
    • 16. Mobile Devices market / iPhone: take-off yet? 16  Apple (March 2009) has sold 30 million devices  17 million iPhones  13 million iPod touch  App Store (exists for 8 months now)  25000 applications  800 million apps downloaded  But: heterogenous market, mobile broadband expensive, slows uptake
    • 17. De gebruiker • Gebruik? DS – 3 nov 2008: Insites • 2,2 miljoen Belgen maken gebruik van een sociaal netwerk • = 40% van surfende volwassen bevolking • Ter vgl. GB: 2 op 3 • 1. Facebook (1/3) • 2. LinkedIn (1/4) • 3. Netlog (1/7) • 4. MySpace (1/10)
    • 18. Facebook in Belgium (march 2009) 18
    • 19. 2009: social networks C. Shirky, Here comes everybody, 2008
    • 20. Relevance for (e-)culture?  Networked society is becoming a reality...  Part of mission: ‘providing access to culture’ -> digitally  Culture is being created in new (digital) places  New (digital) actors emerge, old ones disappear DUCHAMP: “creative act is not performed by an artists alone. The spectator brings the work in contact with the external world by deciphering and interpreting its inner qualifications and thus contributes to the creative act.”
    • 21. BANKSY: “A small group create, promote, purchase, exhibit and decide the succes of Art. Only a few hundred people in the world have any real say. When you go to an Art gallery you are simply a tourist looking at the trophy cabinet of a few millionaires.” (Banksy.co.uk)
    • 22. 2009: cultural institutions on social networks? Tate Britain, Science Museum on Facebook / National Gallery on YouTube
    • 23. 2009: era of museums on social networks Museums on http://twitter.com
    • 24. 2009: era of museums on social networks Museums on http://twitter.com
    • 25. 2009: era of museums on social networks Museums on http://twitter.com
    • 26. Damien Hirst @ Rijksmuseum Amsterdam http://fortheloveofgod.nl : real participation?
    • 27. Not content but CONTACT is king?  “Main point of content is to offer people the opportunity to socialize. Content is an excuse for people to interact.” (Douglas Rushkoff)  “Main threat for traditional publishers is Facebook not Google” (Stephen Abram)
    • 28. From gatekeeper to curator and guide  Exploit core competences and assets to the max  Cherish and play expert role  Select: CURATOR  Structure, combine and explain: GUIDE  Play HUB-role -> ‘community discovery’  Collaborate with other organisations and actors
    • 29. Institution as (virtual) social meeting space  Enabler for dialogue between:  Audience  Staff  Artists  Let the audience be a co-guide  No strict division between real-virtual participation, mobile or fixed. All are complementary
    • 30. Brooklyn Museum http://brooklynmuseum.org
    • 31. bloggers@brooklynmuseum http://www.brooklynmuseum.org/community/blogosphere/blogge
    • 32. 1stfans: a socially networked museum membership “Twitter being used as a conceptual art space
    • 33. Brooklyn Museum Collection API
    • 34. Click! A Crowd-Curated Exhibition
    • 35. ArtShare
    • 36. Wikipedia loves art / Brooklyn Museum
    • 37. Concluding…  mobile/social/ict in the first place an instrument  A very important instrument! Museums must learn how to use it wisely  Instrument IS NOT goal  Think about your mission, use new media to reach these goals  Not expensive per se, but it takes time!  Important to distinguish between:  instrument for communication  instrument for participation – does that really happen?
    • 38. Thank you!  Questions?  Get in touch: kristof.michiels@ibbt.be  Web: http://www.ibbt.be and http://smit.vub.ac.be  Soon: http://edosia.org / http://oyble.be

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