City links and mobile city projects (mainly with phones)

December 3, 2008 by stanza Leave a reply »
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Here is a selection of city links and mobile city art projects (mainly with phones). Pervasive media in the city.

http://urbantapestries.net/

Public Authoring in the Wireless City Urban Tapestries is the name of a research project and experimental software platform for knowledge mapping and sharing – public authoring – conceived and developed by Proboscis in partnership with collaborators such as the London School of Economics, Birkbeck College, Orange, HP Research labs, France Telecom R&D UK, Ordnance Survey. The Urban Tapestries software platform allows people to author their own virtual annotations of the city, enabling a community’s collective memory to grow organically, allowing ordinary citizens to embed social knowledge in the new wireless landscape of the city. People can add new locations, location content and the ‘threads’ which link individual locations to local contexts, which are accessed via handheld devices such as PDAs and mobile phones.

http://www.mobilebristol.com/flash.html

The Mobile Bristol Centre was a programme investigating how mobile devices and pervasive information technology can be used to enhance the ways in which residents and visitors experience and interact with their physical environment and with each other in urban and public spaces.
Imagine a digital landscape overlaying the physical world. As we walk around this landscape, we can tap into the digital sounds, sights and interactions that are positioned in the landscape and activated by our presence and actions. The digital landscape is formed from a dynamic and overlapping set of mediascapes which are context-sensitive combinations of digital media and interactions created and deployed by various authors. The project has created a toolkit, which provides a digital canvas over the physical landscape onto which digital experiences can be painted and new commercial opportunities can be explored. As people walk through the physical environment, a diverse range of digital media experiences augment the ambiance and bring these spaces alive.

The client software that we are developing for Mobile Bristol is capable of finding, downloading and interpreting the application specifications developed on our authoring tools. It provides a set of built-in capabilities to detect and respond to changes in the sensed environment, to download, cache, render and capture a variety of media types, and to exchange messages with other clients and with services. This led to mscape.

http://proboscis.org.uk/prps/artists/rokeby/nml5.html

NML: Neighbourhood Markup Language by David Rokeby.ccess is possible from any wireless networked portable computing device with a GPS unit.
The user would be able to configure the device to continuously scan the content attached to the immediate vicinity for the presence of annotations, with customizable filters to reduce local data clutter to those of greatest interest to the user. Things already accessed would be marked as read and filtered out as well, unless intentionally called up. As the aim is not to further fragment public space by encouraging people to walk around with faces glued to small LCD screens, audio would be a preferred format for the annotations.

The device would indicate, perhaps through vibration, when data comes into range. On the other hand, a discrete but distinctive audible indicator (the social calls of crickets or frogs?) might be interesting as a signifier of data reception. Having a sound that is not personalizable might result in a positive confusion: “It was not my device, but then what is here that someone else is interested in…” Browsing or searching the entire set of annotations for one’s current position would be possible through a familiar web-style interface.

http://gimodig.fgi.fi/objectives.php

The objective of the GiMoDig project is to develop and test methods for delivering geospatial data to a mobile user by means of real-time data-integration and generalisation. The project aims at the creation of a seamless data service providing access, through a common interface, to the primary topographic geo-databases maintained by the National Mapping Agencies (NMAs) in various countries. A special emphasis will be put on providing appropriately generalised map data to the user depending on a mobile terminal with limited display capabilities.

http://www.futuresonic.com/futuresonic/mobile_connections/index.html

The exhibition explored how mobile and wireless media reconfigure social, cultural and information space? Looking beyond computing in its current form, towards the social and cultural possibilities opened by a new generation of networked, location-aware media. Seeking an art of mobile communications: are there any forms of expression that are intrinsic or unique to mobile and wireless media. It explored how artists are responding to new ways of seeing, sensing and representing: radar, sonar, GPS, WiFi, Bluetooth, cellular, GIS, etc. The exhibition probed new horizons in wireless and mobile media, and looked at the diverse ways in which artists and technical innovators are pushing the limits, and soliciting unexpected or unforeseen results from communication media past and present, from the radio to mobile telephony and wireless LAN. Some are seeking to make visible and audible the signals and transmissions that fill the air around us, exploring the potential of interfaces unfettered by wires and cables for performance or interaction, or the kinds of communication and creative expression that emerge within networks with no fixed centre, but rather multiple, mobile nodes. http://www.mobilebristol.com/cititag.html

CitiTag is a wireless location-based multiplayer game, designed to enhance spontaneous social interaction and novel experiences in city environments by integrating virtual presence with physical. In the first version of CitiTag you roam the city with a GPS- and WiFi-enabled iPaq PocketPC in search for players of the opposite team that you can ‘tag’. You can also get tagged yourself if one of them gets close to you. Then you need to find a friend to free you. Urban space becomes a playground and everyone is a suspect.

http://www.shrinkingcities.com/

In the 21st century, the historically unique epoch of growth that began with industrialization 200 years ago will come to an end. In particular, climate change, dwindling fossil sources of energy, demographic aging, and rationalization in the service industry will lead to new forms of urban shrinking and a marked increase in the number of shrinking cities. To illuminate this, the project Shrinking Cities. Within the next twenty years, the fossil fuels crude oil, natural gas, and coal will reach their maximum production levels, after which they will begin to decline, while global energy demands rise. Mobility and energy supply will become considerably more expensive, which will lead to a change in settlement structures.

http://research.microsoft.com/nec/senseweb/

SenseWeb is a peer produced sensor network that consists of sensors deployed by contributors across the globe. It allows developing sensing applications that use the shared sensing resources and our sensor querying and tasking mechanisms. SensorMap is one such application that mashes up sensor data from SenseWeb on a map interface, and provides interactive tools to selectively query sensors and visualize data, along with authenticated access to manage sensors.

http://www.equator.ac.uk/index.php/articles/c61

City

As mobile phones and computers become more complex, the range of media that affect our experiences of cities has expanded. What makes a city meaningful to us is not just its bricks and mortar, but the texts we read, people we talk to and experiences we have. Maps, conversations and images of a city all influences our activity and enjoyment. City focuses on bridging or blurring the boundaries between these different media. The systems we build mix local interactions and remote collaboration, using ubicomp technology, digital maps, virtual environments and hypermedia.

http://www.pm-air.net/index.php

Air. Participants or “carriers” are able to see pollutant levels in their current locations, as well as simultaneously view measurements from the other AIR devices in the network. An on-board GPS unit and digital compass, combined with a database of known pollution sources such as power plants and heavy industries, allow carriers to see their distance from polluters as well. The AIR devices regularly transmit data to a central database allowing for real time data visualization on this website.

http://www.sensorplanet.org/

SensorPlanet is a Nokia-initiated cooperation, a global research framework, on mobile device-centric large-scale Wireless Sensor Networks. The results of SensorPlanet are 1) a test platform that enables the collection of sensor data on a never seen scale, and 2) a central repository for sharing the collected sensor data for research purposes.

http://www.storymashup.org/

Manhattan Story Mashup is an urban game, taking place on September 23rd 2006 in Manhattan, New York City. During the event, approximately 250 players will move around Manhattan, taking photos which match a given target.

http://research.cens.ucla.edu/projects/2006/Systems/Urban_Sensing/default.htm

Unlike scientific applications, the hardware is not owned and managed by a small number of central authorities. Citizens carry sensors and contribute data voluntarily. A single entity does not pose interesting ‘hypotheses,’ design experiments, force participation. Instead, the process of learning from an urban environment can be organic and decentralized, existing more in the realm of social networking software. However, the power of this network still comes from our ability to verify the context of shared data, to actuate (to filter, identify and respond to events); to aggregate data in space and time; and to allow individuals to coordinate activities.

http://metrosense.cs.dartmouth.edu/metro-projects.html#metrotrack

We are interested in applying the people-centric sensing concept to the problem of detecting and tracking mobile events (e.g., a lost child’s voice, a teenager’s disruptive car stereo). There are a number of challenges in building a mobile event tracking system using people-based mobile sensors. First, mobile sensors need to be tasked before sensing can begin and only those mobile sensors near the target event should be tasked for the system to scale effectively

http://www.urban-atmospheres.net/Jabberwocky/info.htm

Jabberwocky captures a unique, synergistic moment – expanding urban populations, rapid adoption of Bluetooth mobile devices, and widespread influence of wireless technology across our urban landscapes. The United Nations has recently reported that 48 percent of the world’s population current live in urban areas and that this number is expected to exceed the 50 percent mark by 2007, thus marking the first time in history that the world will have more urban residents than rural residents. abberwocky is a free, device independent software that can be installed on your own mobile phone. Jabberwocky uses the industry standard MIDP 2.0 (Mobile Information Device Profile). MIDP 2.0 provides a flexible standard for developing and deploying applications across a wide range of mobile phones and PDAs.

http://www.urban-atmospheres.net/Sashay/index.html

Sashay is a mobile phone application that leverages the fact that every fixed mobile phone cell tower transmits a unique ID that can be read within the phone’s software. As a user moves throughout an urban landscape this “cell ID” changes. Sashay keeps track of the temporal patterns, history, and adjacencies of these cell encounters to help it build a visualization of connected “places”.

http://www.urban-atmospheres.net/Experiments/UrbanScore/index.html

Measuring familiar strangers (bluetooth), friends (bluetooth), distance from “city center” (GPS), air quality (onboard atmospheric sensors), nearby traffic patterns (RSS feeds), etc. a “score” is determined and displayed as a personal steganography visualization. The name comes from steganography which is the art and science of writing hidden messages in such a way that no one apart from the intended recipient knows of the existence of the message.

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