Mobile 2.0 Europe - Atau Tanaka

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    Mobile 2.0 Europe - Atau Tanaka - Presentation Transcript

    1. Creative Mobile Music From Collective Dynamics to DIY Culture Atau Tanaka Chair of Digital Media Acting Director, Culture Lab Newcastle Twitter: @atautanaka
    2. Mobile Music Experimentation 5 Projects, 5 years, 15 minutes  Ubiquitous Computing “The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it.” Mark Weiser (1991)  Sony CSL Paris (2001)  Mobile Music Workshop (2004) L. Gaye, Sonic City  Clicmobile SA (2005)  Culture Lab (2007) A. Bassoli, TuNA
    3. Malleable Mobile Music Sony Computer Science Laboratory Paris, 2003  Making a pop song interactive  Serverside Re-mix Engine  Streaming delivery over wireless  Social Remix: Can music be a carrier of social information?  Choreography of Shared Experience
    4. UCD - User Centered Design methods Sony CSL Paris / INRIA, with Olivier Bau, Wendy Mackay  Imagining the MP3 player of the future  Ethnographic interviews  Structured brainstorming  Participatory design
    5. UCD – Human Computer Interaction New form factors  Inspired by novel visual displays – Sony CSL Tokyo  Navigation  Communication  Association
    6. UCD, HCI, and rapid prototyping Mu20 : a mobile music object  20 channel audio object  Inverting surround sound  Haptic feedback
    7. Net_Dérive Sony CSL Paris / Clicmobile (2006) with Petra Gemeinboeck, Ali Momeni  Locative Media  Wearable Computing  Situationist Dérive  Live, fluid media synthesis
    8. Net_Dérive Sony CSL Paris / Clicmobile (2006) with Petra Gemeinboeck, Ali Momeni  Live geotagged photostream  Geography as musical interface  Visualization and Sonification of trajectories  Connecting gallery and the street
    9. Dry Run Great North Run cultural program / Culture Lab (2008) with NAME, Clicmobile, Bren Ratliff, David King  Locative technology in major sporting event  Tracking emotion and exertion of training experience  Drawing upon sports psychology
    10. Dry Run Great North Run cultural program / Culture Lab (2008) with NAME, Clicmobile, Bren Ratliff, David King  10 participants tracked over 3 months training  Geotagged photos+MP3  Post-run questionnaire – Multimedia blog – Associating experience to place and music
    11. Dry Run Great North Run cultural program / Culture Lab (2008) with NAME, Clicmobile, Bren Ratliff, David King  Translating the experience of sport  Reappropriating surveillance technologies – Visualization across time, across people – Insight into the human experience  The Ideal Playlist  Lead up to London 2012 Olympics
    12. Chip Tune Marching Band Culture Lab / Maker Faire UK (2009) Jamie Allen, Kazuhiro Jo  Mobile doesn’t have to mean mobile phone  The sustainability question: – Devices need power – Generate one’s own energy?  DIY (Do It Yourself) culture – Make your own instrument – Autonomous, off grid
    13. Creative Mobile Music From the Lab to Gallery to the Streets  Transplanting technologies, creating new musical contexts  Shifting roles : – Instrument builder/Composer – Producer/Performer – Consumer/Participant  Ubiquitous technology changes public perceptions of performance, possibility, and creativity
    SlideShare Zeitgeist 2009

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