This document discusses the concept of an "Internet of Things" where physical objects are connected to the internet and able to participate online. It describes how as more "things" are networked, they gain agency and ability to influence our experiences. The document also discusses "blogjects" which are physical objects that disseminate digital content online, and how this blurs the lines between the physical world and digital world. It provides several examples of projects where physical objects are networked and able to interact with people in novel ways.
The Drift Deck (Analog Edition) is an algorithmic puzzle game used to navigate city streets. A deck of cards is used as instructions that guide you as you drift about the city. Each card contains an object or situation, followed by a simple action. For example, a situation might be — you see a fire hydrant, or you come across a pigeon lady. The action is meant to be performed when the object is seen, or when you come across the described situation. For example — take a photograph, or make the next right turn. The cards also contain writerly extras, quotes and inspired words meant to supplement your wandering about the city.
Processed in collaboration with Dawn Lozzi who did all of the graphic design and production.
More details here: http://www.nearfuturelaboratory.com/projects/drift-deck/
Design Fiction: A short slideshow on design, science, fact and fictionJulian Bleecker
http://cli.gs/DesignFictionEssay
An exploration of the entanglements amongst science fiction and science fact, in order to show how they are not distinct, but infinitely knotted together. Why do this? In order to wonder — what are effective ways of designing the future?
Design fiction is making things that tell stories. It's like science-fiction in that the stories bring into focus certain matters-of-concern, such as how life is lived, questioning how technology is used and its implications, its ability to speculate about the course of events; all of the unique abilities of science fiction to incite imagination-filling conversations about possible habitable, life-affirming future worlds.
A larger discussion of this slidshow overview is available here: http://cli.gs/DesignFictionEssay
Design Fiction: Something and the Something in the Age of the SomethingJulian Bleecker
Presentation at Design Engaged 2008 of some early thinking on props, prototypes and fiction as frameworks for engaging design activities. Ideas in process.
More at: http://tinyurl.com/45sv3z
The Drift Deck (Analog Edition) is an algorithmic puzzle game used to navigate city streets. A deck of cards is used as instructions that guide you as you drift about the city. Each card contains an object or situation, followed by a simple action. For example, a situation might be — you see a fire hydrant, or you come across a pigeon lady. The action is meant to be performed when the object is seen, or when you come across the described situation. For example — take a photograph, or make the next right turn. The cards also contain writerly extras, quotes and inspired words meant to supplement your wandering about the city.
Processed in collaboration with Dawn Lozzi who did all of the graphic design and production.
More details here: http://www.nearfuturelaboratory.com/projects/drift-deck/
Design Fiction: A short slideshow on design, science, fact and fictionJulian Bleecker
http://cli.gs/DesignFictionEssay
An exploration of the entanglements amongst science fiction and science fact, in order to show how they are not distinct, but infinitely knotted together. Why do this? In order to wonder — what are effective ways of designing the future?
Design fiction is making things that tell stories. It's like science-fiction in that the stories bring into focus certain matters-of-concern, such as how life is lived, questioning how technology is used and its implications, its ability to speculate about the course of events; all of the unique abilities of science fiction to incite imagination-filling conversations about possible habitable, life-affirming future worlds.
A larger discussion of this slidshow overview is available here: http://cli.gs/DesignFictionEssay
Design Fiction: Something and the Something in the Age of the SomethingJulian Bleecker
Presentation at Design Engaged 2008 of some early thinking on props, prototypes and fiction as frameworks for engaging design activities. Ideas in process.
More at: http://tinyurl.com/45sv3z
Design for debate, an introduction to design fiction and my research topic (T...Max Mollon
Mollon, M. (2013 Mar. 19th). Design for debate, an introduction to my research topic. Presented at Pôle supérieur de design, DSAA Interaction Design program, Villefontaine (38), France. – http://www.designvillefontaine.com/
Unfinished Business Design Fiction Lecture @ OCADChangeist
Unfinished Business Lecture - Design Fiction: Provoking the Future by Making It (September 29, 2010 from 5:45 pm to 7:30 pm)
Unfinished Business Events are designed by Torch Innovation and Normative Design and sponsored by the Strategic Innovation Lab at OCAD.
Could we have had the iPhone without Star Trek? Can we create the next innovation without thinking about other possible worlds? What are we making out of our imaginations that will shape what’s next? As an emerging area of thought and practice, Design Fiction provides us with a way of “thinking about doing what we see and imagine”. By making models or prototypes of the future, we expose, test and probe further into it, exploring scenarios as use cases, as they are assumptions about the future made reality. Scott Smith of Changeist will take us on a journey to see where Design Fiction has come from, its impact on a generation unwittingly raised on it, and how designers, creatives, strategists, and other future-minded professions among us are applying it to actively provoke possible futures that we prefer.
The Shape of Robots to Come - Robolift - March 2011Dominique Sciamma
This the presentation made during ROBOTLIFT, a conference organized by LIFT in the context of INNOROBO in Lyon (March 2011), the first european exhibition devoted to Robotics and services
Grady Booch, IBM Fellow and IBM’s Chief Scientist for Watson, presented “Embodied Cognition with Project Intu” as part of the Cognitive Systems Institute Speaker Series on December 8, 2016
This presentation is not about engineering an interstellar vessel. Rather, the starship is shown as an example that embodies a certain kind of future system. Beginning with the deep relationships that exist among present day technologies, the story develops into a point of view around how humans might begin to think about design process, character and outcomes.
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
Internet of things and the metamorphosis of objects - rick bouter , gérald ...Rick Bouter
Where in prior times technique was referring to: “a method of accomplishing a desired aim”,
today we speak more of technology. Technology has long been presented as a set of
techniques; today it has become more than a method to accomplish a desired aim. From now
on, we live in ‘the age of makers’. In times when there are more people with mobile phone
access than toothbrushes, everyone has the ability to start up a million euro business from
behind the kitchen table.
Technology does not only affect business any longer; it also affects culture, politics, society
and every element we value in life. Maybe most important of all, it affects the human race as
we know it today. For the reason technology will impact the way we have lived for ages, it is
legitimate to ask whether there is an intersection where humans and objects will find a
mutually beneficial coexistence, or whether one of these entities will rule over the other, or
whether there will be an alliance between the human race and some sort of technology that
represents a global connected world brain.
Will technology be, like in prior times, a collection of methods to accomplishing a desired
aim, or will the human race be enslaved by technology and ruled by the artificial intelligence
embedded in it?
Design for debate, an introduction to design fiction and my research topic (T...Max Mollon
Mollon, M. (2013 Mar. 19th). Design for debate, an introduction to my research topic. Presented at Pôle supérieur de design, DSAA Interaction Design program, Villefontaine (38), France. – http://www.designvillefontaine.com/
Unfinished Business Design Fiction Lecture @ OCADChangeist
Unfinished Business Lecture - Design Fiction: Provoking the Future by Making It (September 29, 2010 from 5:45 pm to 7:30 pm)
Unfinished Business Events are designed by Torch Innovation and Normative Design and sponsored by the Strategic Innovation Lab at OCAD.
Could we have had the iPhone without Star Trek? Can we create the next innovation without thinking about other possible worlds? What are we making out of our imaginations that will shape what’s next? As an emerging area of thought and practice, Design Fiction provides us with a way of “thinking about doing what we see and imagine”. By making models or prototypes of the future, we expose, test and probe further into it, exploring scenarios as use cases, as they are assumptions about the future made reality. Scott Smith of Changeist will take us on a journey to see where Design Fiction has come from, its impact on a generation unwittingly raised on it, and how designers, creatives, strategists, and other future-minded professions among us are applying it to actively provoke possible futures that we prefer.
The Shape of Robots to Come - Robolift - March 2011Dominique Sciamma
This the presentation made during ROBOTLIFT, a conference organized by LIFT in the context of INNOROBO in Lyon (March 2011), the first european exhibition devoted to Robotics and services
Grady Booch, IBM Fellow and IBM’s Chief Scientist for Watson, presented “Embodied Cognition with Project Intu” as part of the Cognitive Systems Institute Speaker Series on December 8, 2016
This presentation is not about engineering an interstellar vessel. Rather, the starship is shown as an example that embodies a certain kind of future system. Beginning with the deep relationships that exist among present day technologies, the story develops into a point of view around how humans might begin to think about design process, character and outcomes.
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
Internet of things and the metamorphosis of objects - rick bouter , gérald ...Rick Bouter
Where in prior times technique was referring to: “a method of accomplishing a desired aim”,
today we speak more of technology. Technology has long been presented as a set of
techniques; today it has become more than a method to accomplish a desired aim. From now
on, we live in ‘the age of makers’. In times when there are more people with mobile phone
access than toothbrushes, everyone has the ability to start up a million euro business from
behind the kitchen table.
Technology does not only affect business any longer; it also affects culture, politics, society
and every element we value in life. Maybe most important of all, it affects the human race as
we know it today. For the reason technology will impact the way we have lived for ages, it is
legitimate to ask whether there is an intersection where humans and objects will find a
mutually beneficial coexistence, or whether one of these entities will rule over the other, or
whether there will be an alliance between the human race and some sort of technology that
represents a global connected world brain.
Will technology be, like in prior times, a collection of methods to accomplishing a desired
aim, or will the human race be enslaved by technology and ruled by the artificial intelligence
embedded in it?
This paper outlines the development of a wearable game controller incorporating vibrotacticle haptic feedback that provides a low cost, versatile and intuitive interface for controlling digital games. The device differs from many traditional haptic feedback implementation in that it combines vibrotactile based haptic feedback with gesture based input, thus becoming a two way conduit between the user and the virtual environment. The device is intended to challenge what is considered an “interface” and draws on work in the area of Actor-Network theory to purposefully blur the boundary between man and machine. This allows for a more immersive experience, so rather than making the user feel like they are controlling an aircraft the intuitive interface allows the user to become the aircraft that is controlled by the movements of the user's hand. This device invites playful action and thrill. It bridges new territory on portable and low cost solutions for haptic controllers in a gaming context.
A summary of highlights from the CHI2011 conference (Computer Human Interaction) in Vancouver, Canada. This recap focuses on explorations in tangible interaction. The presentation was given internally at Smart Design on 5/30/2011. Enjoy!
The Internet of Things can be understood as a layer of digital information that covers the physical world. Objects and places become part of the Internet of Things in two ways: First, data and information can be associated with a particular location, using geo-coordinates or a street address. Second with sensors and RFID tags or transmitters installed in these objects allowing then to be accessed via Internet protocols.
Ubiquitous Commons workshop at transmediale 2015, Capture AllSalvatore Iaconesi
Here are the slides from the workshop, with a framing of the concept of Ubiquitous Commons, a series of examples and links, and an update about how the development of the toolkits (legal, technological, philosophical, aesthetic) are going, together with some source code and prototypes.
More info can also be gathered here:
human-ecosystems.com/home/ubiquitous-commons-the-slides-from-the-workshop-at-transmediale-festival-in-berlin
Given the set of problems and puzzles we have been observing in virtual worlds, and the themes that weave them together, we have begun to sketch out a conceptual and theoretical framework to better understand virtual worlds and their evolution. The starting point, we argue, is to see the story of virtual worlds as one of field flux and evolution. This puts our efforts in line with institutional and organization theory, especially Davis and Marquis’ recent suggestion that problem-driven research should be like a natural history of the institutions of capitalism. We also are adopting their suggestion of using mechanisms as a way to evade some problems with black box theorizing about the ways in which actors and codes at different levels interact to account for particular organizational and field level outcomes. Hence, we are using familiar concepts about fields and the “pillars” of institutional theory- the rules, laws, and codes that enable and constrain actors. However, we are adding a newer (or at least more recently rediscovered) tool from the org theory tool kit: mechanisms. Finally, we are doing this for a domain that poses some idiosyncratic issues.
Virtual worlds are an emerging field within a wider field (cyberspace) that is already in flux; moreover, we are dealing with organizations that can only be understood as constellations of worlds-within-worlds due to their constituent complexity. The internal complexity of the VWs has made them quite literally worlds within worlds. Crucially, these are not hermetically sealed terrariums. The flow of people, information, money, and digital objects is an essential feature of the worlds within worlds quality of VWs.
In this paper, we will describe a set of concepts that together make a framework for adequately describing virtual worlds in terms of institutional theory and evolution. This framework leads to proposing two critical co-evolutionary dynamics that will drive the worlds and their field. We will discuss what adaptation and adaptive capability means in this situation with coevolutionary dynamics in an emerging and turbulent field. Using grounded theory and a variety of qualitative data sources has brought us to this point. We will discuss a few preliminary case studies and what they real about adaptation for virtual worlds.
Konica Minolta - Artificial Intelligence White PaperEyal Benedek
The evolution of artificial intelligence in the workplace
Since the first appearance of the words “artificial intelligence” more than 60 years ago, our imaginations have been sparked. Imagine creating computers that simulate human intelligence.
AI has the potential to profoundly influence our lives, perhaps to the point when our world can be better understood and even predicted. In workplaces we can develop systems through which AI may evolve. And Konica Minolta is progressing with the concept of intelligent hubs which will provide businesses with insight, support and greater collaboration.
By combining our core technologies with transformative solutions in the digital workplace, we’re evolving to become a problem-solving digital company creating new value for people and society.
In the last decade, workplaces have started to evolve towards digitalisation. In the future people will work in digitally connected environments where personalisation is enabled, collaboration is improved and data sharing and information management are automated. Ultimately, these future workplaces will provide context-aware artificial intelligence (AI) and decision support that leverage both localised information and broader community knowledge whenever needed.
Digital Emotion : How Audiences React to Robots on Screencaijjournal
The experience of interacting with robots is becoming a more pervasive part of our day-to-day life. When considering the experience of interacting with other technologies and artefacts, interaction with robots presents a distinct and potentially unique component: physical connection. Robots share our physical
space; this is a prominent part of the interaction experience. Robots offer a lifelike presence and the Human-Robot Interaction (HRI) issues go beyond the traditional interactions of more passive technologies and artefacts. The attention paid to HRI has grown dramatically as robotic systems have become more capable and as human contact with those systems has become more commonplace [1]. Immediately recognizable, culturally ubiquitous, androids, cyborgs, and robots, need no introduction. Yet their very familiarity obscures their participation in culture and media, and our perennial fascination with
such artificial humans when seen on the screen. While robots are growing more capable of many tasks, people are often hesitant at introducing technology into older, more traditional art forms. However, robots of varying kinds are appearing with increasing frequency in all manner of cinematic productions [2].
Robots and artificial humans have been a staple of our sci-fi screen experiences, however, unlike previous technology such as smartphones or laptops, robots are currently being given more character roles in films. Therefore, like animated characters, audiences are beginning to anthropomorphize and have emotional experiences with the robot characters.
This paper attempts to unpack how humans see these artificial humans and how we interpret their representation in cinema through a discussion of the use of ‘physical’ robots as a natural next stage of cinema performance and drama. The paper presents and experiment involving cyborg performances in a
series of short films. In this study, participants attended a screening where they viewed these films, and their responses to, and feelings about, the films were measured. It was hypothesized that film audiences have become comfortable with seeing robots in sci-fi films over the years. Therefore, it is expected that current and future audiences will begin to give these robot characters human attributes such as gender.
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
UiPath Test Automation using UiPath Test Suite series, part 3DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 3. In this session, we will cover desktop automation along with UI automation.
Topics covered:
UI automation Introduction,
UI automation Sample
Desktop automation flow
Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
3. As More Smart, Mobile, Sensing “Things” Are Attached
to the Internet, Their Presence and Participation and
Agency (Ability To Create Action) Can Be Felt In Our
Online Lives
4. If the Social Web (the Internet of Social Beings) Greatly
Impacted Our Social Lives, How Will An “Internet of
Things” Be Felt Across Our Lived Experiences?
5. 1st Life and 2nd Life Are Being Joined Together In
Intriguing Ways
6. Curious New Practices Of “Making Things” Are
Evolving That Are Encouraging Exciting New
Networked Objects
7. How Do I Know This?
My Own Peculiar Interpretation Of “Weak Signals”
From The Near Future..
8. What would the social web look like when more and
more network connected quot;thingsquot; participate in this
web of social activity?
9. Would It Be “The Internet Of Things?”
What is the internet of things? Where did this notion come from and how has it
been adapted and extended?
10. ITU Report on The Internet of Things
The ITU Report: “The Internet of Things” energizes conversations about what a
world of networked things might be. The ITU report takes it from the perspective
of its audience — large communications companies. So, The Internet of Things
takes on a perspective of new kinds of services that have a distinctly commercial
orientation, largely around using RFID to “tag” objects, such as manufacturing
parts or packages being shipped, so as to obtain operational efficiencies of an
economic kind.
11. The ITU Internet of Things Vision
The “operational efficiency” form of the Internet of Things. By knowing where
objects are in the physical world new logistics have emerged that create more
efficient business practices; but that efficiency can be harnessed in others ways
based on the fact that blogjects can be manipulated as to their routes and
locations.
12. The Internet of Things Means Lots of Things
The Internet of Things conceptually is also taken up in other ways. “Shaping
Things” by Bruce Sterling, the Thing Link project by Ulla-Maaria Mutanen, and “A
Manifesto for Networked Objects” by Julian Bleecker, amongst other projects and
thought-pieces. Ultimately, what ties all these considerations are what it means
when objects and things are able to be represented uniquely both in 1st life and
2nd life. Are the worlds we want (or deserve) when this kind of object / thing
tagging occurs?
13. The Internet of Things?
It’s Not About The Internet As An Instrument.
It’s The Potential For Meaningful Social Interactions
It’s not about the network
14. The Internet of Things?
It’s About Capturing 1st Life Activity To Create
Meaningful Networked, Digital Experiences
Beyond The Desktop
It’s about physical, embodied interactions that take account of the wide range of
possibilities offered by physical space
15. The “Blogject” Internet of Things
“A Manifesto for Networked Objects” http://research.techkwondo.com/blog/
julian/185
16. Blogjects are
(objects that “blog”)
Expressions of relationships between 1st life (“physical”, “normal”, “human”) and
2nd life worlds (“electronic”, “online”, “digital”) can take many forms, and one
cannot anticipate what will happen.
17. Blogjects are
Objects that use digital networks (like the Internet) to
disseminate content from 1st life (the physical world).
Expressions of relationships between 1st life (“physical”, “normal”, “human”) and
2nd life worlds (“electronic”, “online”, “digital”) can take many forms, and one
cannot anticipate what will happen.
18. Blogjects are
Objects that circulate meaning, incite conversations,
establish points of view on things that matter.
Expressions of relationships between 1st life (“physical”, “normal”, “human”) and
2nd life worlds (“electronic”, “online”, “digital”) can take many forms, and one
cannot anticipate what will happen.
19. What Happens?
Networked Objects Get To Become Social
When you network “things” they become social actors, only because the network
(Internet) is already a social place. They will get taken up and participate with the
kind of first-class agency any other sort of entity might have. They are not
human social actors, but social actors nonetheless. This is not new — things with
social agency — but it is new in the context of the new networked world.
So..then what? What sort of world will we inhabit with networked social actors
that are things?
20. Blogject Prehistory: Inter-species Social Interactions
There is a pre-history to inter-species social formations, such as the canary used
by coal miners to give them early warning signals about dangerous conditions in
the mines. Even more, if we consider animism and the role of other species in
creating meanings about the world.
21. Weak Signals: Blogjects Participate in the Social Web
Sony AIBO blogs its daily life, allowing affinity relationships between the dogs
and their owners and friends. Jurrasic era of blogjects — more to come.
22. Weak Signals: Blogjects Creating A Reconfigured View
Of Our 1st Life World
Beatriz Da Costa, Electrical Engineering & Studio Art Professor, UC Irvine.
Blogging pigeon outfitted with a small backpack that allows the birds to send
data to their blog about their location and the micro-local environmental
conditions where they are flying.
23. New Interaction Partners: Critter Cams Bridge 1st Life
Critters to 2nd Life Audiences
Critter Cams are cameras attached to creatures allowing us to see from their
perspective their world. This insight can lead to a different understanding about
animals. Through these critter cams, they become interaction partners, as they
participate with us in sharing meaning about parts of the world we normally do
not consider, or understand.
28. geospatial traces: blogjects exist in the physical world
objects have a physical manifestation and occupy space, spatial characteristics
include knowing where they are going
29. blogjects know where they’ve been
knowing where they’ve been / history — histories of individual aircraft/
equipment
30. blogjects know where they are
“In Transit” by Amy Balkin — San Francisco cab traces. Visualizations of objects
and things moving in physical space. If things can tell us where they are, we can
obtain different perspectives on how physical space is occupied that can yield
fresh insights, possibly with important consequences that shape decisions about
how we behave in physical space.
31. Nuisance Luggage Re-routes Its Human
Luggage and humans are assigned to each other when they travel on airlines.
The luggage and human must remain together. In one case, a human was re-
routed when its luggage went on a different airplane, so that the two stayed
together. Telling instance of how things can assert their agency and assert
themselves by changing the paths we travel.
34. Tripsense is a reporting system that allows one to volunteer information about
one’s driving data and obtain tabulations of this data. Can this kind of
information change one’s driving behavior in positive ways?
35. Tripwire
Tripwire (Tad Hirsch) Tripwire is a site-specific installation responding to the
unique relationship between the Norman Y. Mineta San Jose International Airport
and downtown San Jose, CA. Custom-built sensors hidden inside coconuts are
hung from trees at several public locations to monitor noise produced by
overflying aircraft. Detection of excessive aircraft noise triggers automated
telephone calls to the airport's complaint line on behalf of the city's residents
and wildlife. Documentation of noise incidents is archived for later analysis
Turning a coconut into the sense “agent” is a clever way to make the sensor have
more affinity to the surroundings and make it less cold and mechanical — more
something one might more easily consider a participant in figuring out what’s
going on in the world.
40. Twitcher
Twitcher / Nokia (Matt Jones) / Tom Hume / bluetooth for friend-to-friend play,
proximity interactions. When two bluetooth phones come near each other, the
game introduces a fleeting experience — a bird lands on the Twitcher grassland
and you must be the first to photograph it before it flies away.
41. Feeding Yoshi
Feeding Yoshi uses wifi access points as “touchpoints” for game mechanics,
rather than merely as ways to get on the network. Turns AP’s into places that
represent certain features of a game. “Seamful Design” (Chalmers, et. al.,
University of Glasgow)
42. Creative Game Semantics Subtly Join 1st Life & 2nd Life
Resetti emerges from beneath “Animal Crossing”, a Nintendo DS game, that
creates an ambient link between 1st life and 2nd life by matching time — the
game clock is identical to the current time of day, so the game environment
expresses this. Resetti — a mole — will surface when you have shut down the
game without safely saving the game state. He berates you terribly, so that you
will be sure never again to shut the game down without saving. It is interesting
how the game integrates a 1st life action (shutdown) into the narrative frame of
the game, rather than showing a didactic warning screen that disrupts the game
experience unnecessarily.
43.
44.
45. Blind Camera — Handmade Blogject
Blind Camera (Sascha Pohflepp) wrangles 2nd life media sharing in an almost
literal, 1st life instantiation, revealing a unique take on a the very fun social
practice of sharing photographs by bridging a 1st life thing (camera) and 2nd life
protocols (rss feeds of digital images and their meta data). http://
www.blinksandbuttons.net/buttons_en.html
46. “Sketching” Your Own Blogjects
...A Different Kind of Manufacturing Process
Making our own stuff — what does it mean, how do you do
it?
There is a sense that the ability to make our own electronic/
digital/computational “stuff” is not just fun, but has some
larger purpose that’s related to impulses of DIY sensibilities.
Making your own devices has a implicit cultural and political
message. That is, we can be “productive consumers” as Ruth
described yesterday. We can produce the things we need or
enjoy or desire based on our own principles, ethics, senses
47. New Practices: Materializing Your Ideas For Networked
Objects
Making Physical Things That Join 1st Life & 2nd Life
We can create impacts and implications by creating our own stuff — the tools are
available and easily accessible, as is the knowledge and the conversations about
who is doing what, and how they are doing it.
49. DIY Hardware Today
Feels Like Web Software Did 10 Years Ago
Soon It Will Be Routine, Like Setting Up Your Own Blog
Peter Lunenfeldʼs WYMIWYM notion
50. What Does It Look Like Now?
“Productive Consumers” Making Our Own Objects
I could be up here 10 years ago, explaining what HTML is, or what it is to set up your own
website.