Round of Activities
following activities are network activities open to all members
of all DC projects:
DC Jamboree (arranged jointly with
UbiComp conference is the main forum for presentation of research
results in ubiquitous computing. Through a special arrangement
with Ubicomp 2002, Jamboree
attendants will get ull access to the program of the conference,
and conversely, conference visitors will get access to the Jamboree
exhibition. This is a great opportunity to expose DC projects
to a wider audience and to mix the two research communities!
The main paper program of UbiComp is fully refereed and strives
to represent the highest quality research in ubiquitous computing.
Paper submissions from DC projects are most welcome, as are submissions
in all other categories including tech notes, posters, videos
and workshops. Please note that the deadline
for full paper submissions is APRIL 12! More detailed information
on the schedule of the DC Jamboree will follow. See you in Goteborg!
second call of of proposals for DC inter-project collaboration activities
was launched in 01/11/2001. 10 proposals were submitted under
the headings of Disappearing Days, Troubadour Grants,
and Research Ateliers, all of which were accepted for funding.
12 of the 17 existing projects in the Disappearing
Computer Initiatives were/are involved in these activities. The
detailed list follows (note: tentative
dates are enclosed between double asterisks)
"The video analysis working group"
number of projects within the Disappearing Computer (DC) initiative
share a concern with the use of video data as a resource for the
analysis of human conduct. Video can be used to record and inspect
interaction within domains of interest to many DC projects, including
museums, public spaces, educational settings, domestic environments,
construction sites and office workplaces. At a time when several
projects are entering a stage of focused development work within
these domains, an understanding of peoples' interaction becomes
paramount before, during and after the deployment of technologies.
The DC programme has a rich level of expertise in video analysis
of social interaction and human behaviour. However, this expertise
is distributed across a number of different projects. This Working
Group would aim to identify common analytic themes and develop
analytic synergies amongst DC video studies. Moreover, comparing
and contrasting data issues from a variety of domains has the
potential to provide a stronger foundation for innovative design.
"Mobile minds: augmenting learning, comprehension, and imagination
through digital technologies"
SHAPE, PAPER++ and several other projects within the DC programme
share a concern with the exploitation of location and context
information to support a range of work and leisure activities.
One particular strand of innovations focuses on people's practices
of making sense of things within their environment and the space
itself. Cognitive processes, especially imagination, often seem
footloose - not only conceptually but also geographically. Ideas
might surface anywhere. Yet, at the same time, an understanding
of objects, processes and environments, and visions of new or
different forms of material culture can be deeply dependent on
a sense of place and context. PAPER++, SHAPE and WORKSPACE examine
the practical achievement of learning, appreciation, play, evaluation,
and imagination and its relationship to specific spaces, spatial
and material qualities or affordances in three different application
domains (education, interaction in museums and public spaces,
architectural design). People already combine traditional technologies
(e.g. books, plans, maps, images and graphs) with mobile technologies
(GPS, audio-guides) to contextualise and emplace objects, processes,
and spaces. However, there is much scope for innovation to create
more functional, practical, enjoyable and exciting mobile technologies
and all three projects pursue particular design ideas informed
by their studies. We would like to bring together an interdisciplinary
team of social scientists, practitioners, system designers and
architects to pool and compare experiences, insights, design approaches
and prototypes, and to explore our analysis of observations across
domains. We seek funding for one workshop consisting of two 'disappearing
days' with three objectives. We wish to (1) develop our theoretical
perspectives on understanding crucial features of particular spaces
and people's practices of emplacing their learning, appreciation,
play, evaluation, and imagination; (2) improve our understanding
of space and mobile technologies as a locus for collaboration
(in learning, creating new ideas, enjoying artefacts); (3) discuss
plans for future activities.
"Disappearing computing in the domestic environment"
are several projects within the Disappearing Computer (DC) initiative
that have focused a substantial part of their work upon ethnographic
studies of domestic environments. There are, despite their broadly
similar orientation, some important distinctions between the ways
these projects have conducted their research. There is therefore
considerable potential advantage in these projects coming together
to discuss their approaches and learn from one another...The three
projects also share a common motivation in seeking to use such
studies to inform the design process. Again they have adopted
some distinctive approaches to this and stand to gain by mutual
understanding and development of these. Centrally,
however, domestic environments offer a unique challenge to the
development of Disappearing Computer technologies. Many of the
informing assumptions behind the notion of the Disappearing Computer
and ubiquitous computing have grown out of ideas that were oriented
to work domains. Studies of these environments will therefore
offer insights for members throughout the Disappearing Computer
initiative that could not readily be gathered in any other way...
"Envisioning scenarios for multi-modal interaction"
We propose a Troubadour Grant by means of which Dr. Patrizia Marti,
Research Scientist at the Multimedia Communication Laboratory,
University of Siena (Italy) could visit the Interaction Design
Centre, University of Limerick (Ireland) as external expert discussing
the possible scenarios for collaboration between the Disappearing
Computer SHAPE and SOb projects...
"Exploring the DC landscape"
(July-December 2002, ??)
The goal of this troubadour activity is to explore
a significant section of the "Disappearing Computer"
landscape, as it will exist in the summer of 2002. In particular,
it is planned to take stock of the state of affairs funded by
DC initiative and put it into perspective to other relevant initiatives
or programs that exist in Europe and in the US as well as selected
activities in industrial research labs and universities labs.
The deliverable of this troubadour activity will be a report that
presents different approaches and their results, compares them
by discussing the respective advantages and disadvantages and
concludes with recommendations for future orientations of thematic
clusters and potential new initiatives...
The motivation for proposing this activity has two origins.
- The applicant coordinates the Ambient Agoras project. From that
perspective, this activity will help to establish better motivated
and therefore stronger links to thematically related DC
-projects that can be used to identity a thematic cluster within
DC and plan coordinated follow-up cooperation activities in that
area, e.g., in terms of in-depth Ateliers, in order to join different
approaches and - if possible - to integrate results from the different
projects for a potential DC demonstrator.
- It was also triggered by and is line with comments in the evaluation
of the DC activities by Ronan Sleep.
He pointed out that "The Steering Group would need to identify
threads of activity it wished to seed, and for each thread it
would invite proposals from suitable individuals to undertake
the role of thread initiator."
This investigation of interaction design for smart artefacts will
be done in an interdisciplinary fashion considering approaches
in relevant areas of computer science as, e.g., human-computer
interaction, CSCW, etc.; cognitive science, social psychology;
information, graphics, and product design; and architecture/ building
"Interactors, tangible sensors as an active input source
to local services"
Visiting participants in the smart-its project,
encouraging excellence in PhD student research. My work within
the FEEL project (www.feelproject.org) deals to a large extent
with developing hardware gadgets and artefacts, as well as working
with different types of sensors. The work being done in the Smart-its
project would give highly valid input to this work.
(September-October 2002, Germany)
I would like to visit the researchers at GMD-IPSI
and their project Ambient Agoras. In the Feel project, we are
designing and building an interactive, collaborative workspace
and it would be inspiring and educational to go there and learn
from their experiences with such workspaces. I would be interested
in the physical design, technical equipment and furniture, as
well as the different interaction styles they have explored and
their experiences with that.
"Privacy Issues in DC"
"Disappearing Computer (DC)" approach raises some fear
among users because of the increased possibilities of being observed
and of loosing control over private information, due to hidden
functionality based on embedded invisible devices.
This fear is certainly not entirely irrational, and the potential
of DC indeed enables invasive capture of private data. On the
other hand, as DC is devoted to collaborating with the user and
supporting her/him, it needs to know things about the user.
How can this be achieved without the user being put in embarrassing
situations where personal data are disclosed to the wrong person/system,
or used by other persons/systems against his /her will ?
AGORAS (open to other DC projects);
"Exploring ubiquitous computing entertainment"
The focus of the proposed atelier is on the design
and technological requirements needed to develop ubiquitous computing
entertainment systems. The research atelier will be organized
as a "working workshop" where participants with backgrounds
ranging from storytellers to hardware developers will design games
prototypes. The atelier will explore the potentials and restrictions
of new technology, developed primarily within the DC community,
as elements in ubiquitous games. We will acknowledge methods that
can be used to deploy and study the use and acceptance of ubiquitous
computing entertainment. While the main focus will be on new forms
of games, other entertainment related technologies, such as interactive
music performances or daydreaming support, also fit within the
scope of the atelier.
than merely regarding games as a suitable test bed for new technology,
we primarily focus on how to enhance the actual experience of
game-play, taking advantage of the possibilities of new technology,
as well as to contribute to theory in this field.
Examples of workshop activities include designing game scenarios
and rules, building of novel input and output devices connected
to back-end game engines, designing active and responsive physical
props, planning of how to use various communication modalities,
designing how and when games fit in social environments, and how
new technology may change the way we tell and experience stories
The main objectives of the research atelier are to provide an
overview of existing systems, methods, techniques and technologies
usable for research in ubiquitous computing games, and to create
a network of researchers within the DC community. The aim of the
network will be to further explore ubiquitous computing entertainment,
both within the currently ongoing projects in the DC community
and in the form of new research projects.
"Sonification of hybrid objects"
A 10 day long Research Atelier as a focused collaboration
between the SOb and SHAPE projects is proposed. The atelier will
take up and explore the theme of sound in mixed reality environments
and will work towards five specific demonstrators which combine
the sound models and interaction technologies developed in SOb
with the concern for practical demonstration in public settings
that is central to SHAPE. These demonstrators concern the synthesis
of artificial, yet plausible, environmental soundscapes, and the
sonification of interaction device use and gesture, amongst other
topics. The atelier is proposed as a major focus for inter-project
collaboration on sound in the Disappearing Computer initiative.
The atelier will also contain public demonstrations at the host
institution (Centro Culturale Candiani, CCC, Mestre - Venezia,
Italy). A total of approximately 29,000 Euros is sought to sustain
the participation of 14 researchers from 5 institutions (4 member
states) and one invited guest. For more information see the Events
page at the Sob website.