Spatial Analysis is of importance in Archaeology, this course proposes an interesting bibliography on various topics like : The Importance of Space and Context, Activity Areas and the use of space within sites, The Symbolic Meaning of Space...
Research
about the ipaq project
Aim : locating iPAQ in EPFL (indoor). Problems :
- how to wake up iPAQ (so as they can ping antennas?) something like this exist for the agenda (alarm) - link between x/y position and the map? what's the position we could compute with the signal strength?
Euro RSCG Worldwide Releases Top 10 Trends
Via PR News WireMarketing communications agency Euro RSCG Worldwide today released forecasts for the coming year contained within Euro RSCG's latest white paper: "Year in Prospect: 2004". Insights are drawn from ongoing research of the agency's S.T.A.R. (Strategic Trendspotting and Research) team and from a global panel of colleagues in 75 countries who report in regularly on local trends and information.
The trends are : - Going Local - Us vs. Them - Rise of the Singletons - Self-Gifting - Catering to Metrosexuals - Anti-Globesity Campaigns - Blogging - Google Bombing and Further Politicization of the Internet - Hot Spots and E-Wear - Executive Coaches - Going Local: 2004 will be the year when neighbors entertain neighbors with a home-cooked (or at least reheated ... ) stew at the kitchen table, informality being the subtheme, genuine bonding being the real theme. We'll also put more emphasis on socializing in the neighborhood, at the very local restaurants, with extended tribes of families and friends. No age barriers, just the desire for comfort food with an urbane twist and real conversation versus the kissy-kissy greetings and superficiality of life before the New Normal.
- Us vs. Them: The flip side of going local is a greater sensitivity to what's not local -- in other words, a stronger sense of Us and Them. Globalization and interactive technologies have brought a lot of people around the world closer together and furthered international trade, but, contrary to hopes and expectations, greater exposure has come to mean more scope for negative perceptions to develop. In some parts of the world, the coming year is likely to see deeper divisions across existing fault lines-Muslim/non-Muslim, conservative/liberal, urban/rural, pro-life/pro-choice, pro-gay/anti-gay.
- Rise of the Singletons: In the Old Normal, modern Western societies were based on marriage and the nuclear family. In fact, nearly 80% of households in the U.S. in 1950 were made up of married couples, with or without children. Today, that number is 50.7%, and unmarried men and women will soon be the majority. That is the New Normal.
Despite the numbers, married couples are still considered the "norm." That will slowly change as marrieds become more of a minority and as unmarrieds band together to make their weight felt in matters pertaining to such things as taxation, insurance, and employee benefits. Already, according to the U.S. Census Bureau's newest numbers, unmarrieds make up 42% of the U.S. workforce, 40% of homebuyers, and 35% of voters. That spells serious clout.
- Self-Gifting: Gifts used to be something one gave to others -- and anticipated receiving in return. This holiday season we're seeing more people cut out the middleman -- a survey by American Express found that one in five adults admit to "almost always" buying something for themselves when they're out shopping for gifts for others -- and that's a trend that will only grow stronger in 2004. The trend toward "less is more" and "simplicity" has been pushed aside by "Why wait?" and "I'm worth it."
So what will people be buying for themselves in 2004? We'll see a pushback against overly opulent or ostentatious self-purchases, with more value given to objects with a sense of nostalgia, history, and "old money." Rather than designer clothes and one-off wants, we'll see purchases of more longstanding value. We'll want to reward ourselves with items that connect us to simpler, less hurried times. Little luxuries rather than over-the-top indulgences.
- Catering to Metrosexuals: We'll see more pandering in 2004 to the metrosexual population, including publication of gentlemen's guides, more spa facilities at high-end sports clubs, and richer, more luxurious fabrics and bedding aimed at the male market. Metrosexual dads will be presented with baby product lines that let them be hands-on fathers while still remaining stylish. Among the options currently available: the Jack Spade Dad Bag, complete with leather trim and an inside pocket for a baby pad (US$250 at Neiman Marcus).
- Anti-Globesity Campaigns: As the world struggles with the global rise in obesity, we'll see many new products and practices come to the fore. Dean Rotbart, editor of LowCarbiz, expects low-carb product sales to exceed US$15 billion in 2003 and possibly reach US$30 billion in 2004. We'll also see a rise in "alternative" forms of exercise for children, including yoga and salsa dancing. And don't think Fifi and Fido are off the hook: According to the U.S. National Research Council, approximately a quarter of dogs and cats in the Western world are overweight, resulting in higher risk of developing heart disease, diabetes, and other diseases. Expect to see increased focus on pets' diets and physical fitness (Atkins for Animals, anyone?).
- Blogging: 2003 was the year in which weblogging -- a.k.a. blogging -- really took hold, with an estimated 3 million sites worldwide. In 2004, we'll see more buzz marketing via blogs, as marketers figure out ways to use this new medium for their own means.
- Google Bombing and Further Politicization of the Internet: In 2004, we'll see greater politicization of the Internet as more people take advantage of its ability to apply concentrated "people power," whether by organizing volunteers for a political candidate, raising funds, or starting a boycott. One thing we'll be keeping our eye on: Google bombing. Popular search engine Google works by picking up on associations between websites and particular words and phrases. Earlier this month, anyone who typed in the words "miserable failure" on Google was directed to the official White House biography of President George W. Bush. The prank was the brainchild of a computer programmer who e-mailed blogs with an anti-Bush stance and urged them to link the phrase to the biography site. We can expect plenty more of this tactic during the upcoming election year-including a likely counter-offense from pro-Bush bloggers.
- Hot Spots and E-Wear: The wireless revolution will expand further in 2004 thanks to the growth of "hot spots," or public spaces in which wireless Internet connections are available. Technology research company Gartner estimates that the 29,000 hot spots in North America today will leap to more than 50,000 by the end of 2004. We'll also see technology integrated into our wardrobes, with pockets designed to transport our portable gadgets. So-called "e-Wear" already on the market include the Levi's Dockers Mobile Pant.
- Executive Coaches: The latest must-have status symbol in the upper echelons of business: the personal executive coach, tasked with time-efficient "high- potential grooming" and "performance enhancement" of up-and-coming talent. This is a shift from the trend toward executive coaches in the 1990s, which were primarily used by individuals to assist in their own career advancement. The burgeoning coaching market is worth an estimated US$1 billion worldwide, a figure that Harvard Business School expects to double in the next two years as corporations work to get higher levels of performance from their staffs without burning them out.
Gosh there is a another Severin Nova
A Severin Nova in Star Wars :Having remembered the name Tatooine from a Trader who visited Dathomir (and was murderered), Severin gave the ship's R5 the destination, and soon arrived at the sand-engulfed planet. There, he felt a spark of life with his unique senses in a mysterious ship crash, and lowered the craft to save the amnesia-induced former-CorSec operative, Hakana -- who taught him about the universe, and became his greatest ally.
Severin is filled with an inner rage at his homeworld, specifically those of the Nightsisters. He also has a strong will to survive, and unique senses -- which aid in his stealth and may speak of force-sensitivity. The former slave despises being held captive, or having his freedom taken away in any fashion.
Am I coming from Tatooine ?
CHI 04 Workshop: Social Learning Through Gaming
CFP: Call for Participation CHI 04 (Monday 26th April 2004, Vienna, Austria) Topic The workshop will bring together researchers, academics, and designers from several disciplines, including game design, development, communication, psychology, computer science, graphics, visual art, etc. who are deeply interested in understanding more about social learning effects from playing games in technology-mediated settings such as computer or video games, augmented reality games, virtual reality, mobile devices, live action role plays, massively multi-player online role playing games (MMORPG), and so on. We are interested in what (if anything) players learn within the game setting that can be successfully transferred to similar or different situations or social settings outside of the game context-and we are also interested in how we, as game designers, create games that provide learning opportunities for lasting skills development that extend outside the game and into real life. Join us for a single-day workshop on gaming and learning, as well as themes that emerge from the accepted position papers. The workshop will be highly interactive, allowing time for interpersonal, small group communication, questions, and discussion. We hope to explore the following topics: what exactly are players and designers learning through gameplay, or through the design of compelling experiential activities? If gamers are developing new skills, is this skill development lasting? Are the skills applicable and transferable to diverse contexts? How does compelling game design sustain player discovery and learning over time? A workshop report will be generated for SIGCHI Bulletin, and workshop participants are invited to submit extended versions of their position papers to a special issue on "Social Implications of Learning from Gaming" to be published in the winter 2005 issue of the journal Interactive Technology and Smart Education. Participation
Participants are selected based on submitted position papers. By January 12, 2004, prospective participants are asked to electronically submit the following:
A position paper of no more than four pages, which should include (a) A discussion of your interest in creating opportunities for learning, exploration, and discovery in games. (b) A description of your relevant work or approach to data analysis, evaluation, incorporating subject matter experts (SMEs), or designing learning opportunities into games. (c) Examples or lessons learned by having taken certain approaches to design, evaluation, or from having explored certain topics with games. (d) Please indicate whether you intend to give a short demo of your work (for scheduling purposes) (e) A short biography of no more than 250 words.
Important Dates
Participant submission deadline: January 12, 2004 Notice of participant acceptance: February 23, 2004 Workshop in Vienna: April 26, 2004
Organization and Contact for position paper submissions:
Elaine Raybourn, Sandia National Laboratories P.O. Box 5800 MS 1188 Albuquerque, NM 87185, USA +1 505 844 7975 Tel emraybo@sandia.gov
Annika Waern Swedish Institute of Computer Science P.O. Box 1263 SE-164 29 Kista, Sweden +46-8-633 15 00 annika@sics.se
Workshop url: www.cantoche.com/workshop/CHI04GamesWorkshop.html
Definition of SPACE
Bookmarklets | MOVABLE TYPE yet another definition of space that proposes different levels :
- 1st level : the environment as a material construct, a concrete, geometric object, with artifacts and boundaries. - 2nd level : the perceived environment : a psychological construct as perceived by individuals. - 3nd level : the place in which activities are carried out.
Level 2 and 3 are intricately related in the sense that they are not 'objective' and have qualitative features that foster specific behavior.
My work at CRAFT since May
- 2 papers in conferences : ICNEE and CRIWG- 1 accepted paper at CJC5, cancelled because I went to CSCL2003 - 1 paper submitted to Journal of CSCW - 1 paper to be submit to Journal of Multimedia - 2 refused papers (CSCL and Interact) - Literature review about SocioCognitive uses of space : a CRAFT report - Literature review about Cell phones and location - Report with Pierre about learning center scenario - few things for the nokia project - review of 'locative media' - contribution to different weblogs about location-based services - attended three conferences : ICNEE, CSCL2003, CRIWG - awareness of my field of research (location-based services, space and place)
On-going projects : iPAQ location project, SMS sutdy, location study, spatial coordination and location in video games.
Needs : schedule/agenda, internship abroad.
Camera Phones Uses
picturephoning presents a round up of the novel ways camera phones have been used this year by individuals. and businesses. -- Women have been taking shots of clothing items in stores, then e-mailing them to friends for instant advice on whether they should buy. And in Japan young girls have taken pictures of hair styles in fashion magazines and sent them off to their friends to know what they think. In this case, admittedly, something referred to as digital shoplifing.
-- On a related note, but business oriented and a very clever marketing idea, the Toni&Guy chain of upmarket hair salons in the UK offers their customers the option to download pictures of hairstyles from a large gallery of photos online, onto their mobile phone. Allowing them discuss their potential new look with family and friends before visiting a hairsalon.
-- At concerts, instead of using lighters, fans raise their cell phones, and snap away - despite the standard ban on cameras - and hold them up so their buddy at home can hear, something referred to as a "cellcert".
-- People have been taking pictures of washing machines or plumbing fixtures that need repairing, then sending them off to the repairman so he'll bring the right parts.
-- Camera phones have been used by real estate agents enabling them to forward pictures to prospective buyers, giving a speedy edge in a competite market.
-- In the same field, a company, RealSafe.net Network , is suggesting real estate agents user their camera phones - not to shoot property - but to snap pictures of their clients (with their permission), as a form of insurance and stored in a secure database, which can only be accessed by court order.
-- At a Welsh hospital, senior doctors are allowing interns to send them pictures of an x-ray, thanks to pioneering mobile phone technology, speeding up the diagnosis and suggested treatment process.
-- And firefighters in Scotland have been equiped with camera phones to send pictures of injuries to doctors by MMS before the patients reach the hospital. Seeing the images beforehand allows the doctors to assess how serious the injury is, allowing for vital treatment in the early stages.
-- Canada's national multimedia news agency offers downloads to mobile phones of images from today's top news stories and sports photo agency Empics has announced the launch of picture alerts of the latest sports news.
-- Readers are contributing to newspapers in new ways with special sections such as "In Pictures" from The BBC Online launched last March, asking readers to send in pictures of newsworthy events to document "their perspective on the world". And in America this year, citizens have contributed to news coverage by sending in pictures of Hurricane Isabel, or the Columbia debris.
-- Fashion webiste Show Studio's speedy coverage of the collections during the Paris Prêt-à-porter, allowed them to scoop more established fashion news organisations.
-- Officers in Scotland are now photographing graffiti with their camera phones. The images are stored away in a database for matching and identifying with the individuals responsible.
-- At the Emmy Awards, mobile users were able to end special requests to a Nokia observation camera by text messaging, for a photo of their favorite star to be sent directly to their mobile phone.
-- A contractor in the business of sealing driveways, has been taking pictures of any pre-existing tar splatters on a customer's garage or house. "Just so if a customer asks, I can say, "Here, look, that was there before I started."
-- The owner of a fence company in Kansas City, uses his camera phone to click and e-mail pictures of fence parts to suppliers.
-- Adrian Contreras of San Mateo, saved himself a San Francisco parking ticket by "phone-ographing" his correctly placed wheels after receiving a citation for not turning them toward the curb. And the city accepted the photo as proof.
-- A blatant act of racism by the Portland police was snapped by a "citizen reporter" armed with a camera phone. The story and the photos were published in the Portland Tribune and broadcasted on television.
-- The Malaysian police and the Australian government have set up systems to monitor picture messages sent in by citizens reporting crimes.
-- When someone backed into a car, got out and inspected the damage - then drove off without leaving any details - a passerby took a shot of his car and the rear number plate, and left a note for the victim. Later e-mailing him a shot of the car for his insurance claim.
-- And camera phones have brought about the onset of a whole new form of online diaries, called photoblogs, where camera phone users can post their pictures while on the move. Mostly of a personal nature, next year is sure to see a widespread use of professional moblogs, such as Textamerica 's launch of the official moblog for the CTIA event held in Las Vegas or news reporting photoblogs such as those documenting the New York blackout, the anti war protests around the world, the California fire, The California grocery worker strike - all reaching a larger audience than just family and friends.
Cultural and social impacts of mobile technologies
Last week at the world summit for information society, there was a panel about the cultural and social impacts of mobile technologies (documents available on the website): "A panel of experts and activists will discuss new social interactions, social groups, activities and communities emerging through the use of mobile technologies. The meeting will examine a) the social impact of new mobile technologies and services, and b) how various social factors, such as cultural tendency and behavior, different political and economic environments in and across the different regions of the globe are effecting mobile technology and business.
The first session will focus on the social impacts to individuals and groups brought by the use of SMS and other of mobile services. It will include discussion of new global trends such as mobile blogging, or "Moblog", the political use of SMS, cultural dimensions and innovation by youth, and news of the latest trends from Nordic countries and from Japan.
The second panel will pay particular attention to the potential of these new mobile technologies and services for social and human development in developing countries. The discussion will include, but not limited to, examples of deployment of wireless Internet in the rural Indonesia, and emerging mobile use in Africa. Each speaker will present their experiences and findings in 10-15 minutes, followed by interaction among the panel and with the audience."
Social Cognition Concepts
Bookmarklets | MOVABLE TYPE Via colin :
Social cognition : how does an individual process social information.
Contextualized social cognition : how the social context affects the individual processing social information.
Shared cognition : how cognition is created in the interaction with others.
Socially shared cognition puts the emphasis (a) [ ] on dyads and groups as entities, (b) interaction among persons, (c) coordination and synchrony among interacting persons and (d) development and change (Thompson, 1998, p.3).
Social facilitation : effect of the presence of others on the performance of behavior. The presence of others enhances well-learned dominant behavior but impairs performance of novel, nondominant behavior. An often cited example is shifting gears in a car. An expert driver will shift gears with extra caution when passengers are in the car, and will succeed to do so. A beginner driver on the other hand, will make the gears grind more in presence of passengers than if he was alone.
Thompson, L. (1998) A New Look at Social Cognition in Groups. Basic And Applied Social Psychology, 20(1), 3-5.
bluechalking
Bookmarklets | MOVABLE TYPE Via mbites : " Bluechalking is the invented-by-me-but-as-yet-non-existent-practice of marking a Bluetooth symbol on sidewalks/pavements and walls to indicate that someone with a Bluetooth-enabled phone is often in the area, using the Bluetooth symbol (below) and your phone's 'name'.
The idea would be to explore an entirely new kind of wireless social interaction. A kind of consensual Bluejacking. "
Places in video games
Via weird things in video games, odd facts about virtual places : # There's always a floating continent or island in an RPG world. # The floating continent or island always gets destroyed. # Every RPG features stars in some way, whether astrology, star formations, zodiac signs etc. # Each continent has only two or three towns. Does everyone else live in caves or something? # Each town has only a few shops, a pub, an inn and at most a few houses... # Which explains why in towns, the same people are in the same places doing the same things, all the time. They probably haven't got a home to go to... # Buildings always look smaller on the outside. Always. # ... # Even worse are towns, which look several thousand times smaller on the field map than they actually are once you go inside them.
# There's always some sort of church or sanctuary in an RPG world.
# No-one bothers to lock the doors of their houses. They won't notice or care if you just walk into their house and take the stuff from their drawers or treasure chests.
# On the other hand, you can never get past guards or even little kids standing in your path, even though you can kill the most powerful monsters with your sword or magic.
# Thousands of troops may be preparing for war, but you never see them in the castle.
# You can never get past locked doors; you're supposed to be the most powerful people on Earth yet you never even think of lockpicking.
# If you're lucky enough to have a key for a locked door, consider yourself really lucky, because that key will unlock every single locked door in the whole wide world, yet strangely it can used once and only once (must get stuck in the door or something).
# If there is one little thing blocking your way, be it a tree stump, a chair, a bottle or a coin, you can't jump over it or move it in any way.
# Some places you can't go to unless you have done something else first, even though you could easily break in using your magical powers.
# There are never more beds in an inn than the number of people in your party.
# NEW!And the inn is always empty of guests until your party arrives. Had Mary and Joseph been in an RPG, Jesus wouldn't have to be born in a stable.
# In some inns there is only one bed, which either the party members don't seem to mind sharing, or one person uses the bed and the others just sit around (but still get healed for some reason).
# Everyone sleeps in the same room in an inn, you'd probably get more privacy sleeping on the streets.
# No wonder why it costs so little... it usually at least 10 times the price of staying at an inn to buy a potion.
# If they do cost anything, inns near the end of the game always cost 100 times more than the inns in your hometown.
# Every single inn provides the same poor service (no toilets, one bed, etc.) whatever they cost.
# The game is always set in day time, but somehow as soon as you sleep in an inn it turns dark.
# Pubs are always sources of important information. Rather different from pubs today, then.
# So you do see people sitting around the pub having a drink, but you can never buy a drink yourself.
# You'd never see anyone eat though.
# No-one cares if children go into a pub or a gambling place (e.g. slot machines).
# Caves are always lit.
# And the candles never go out.
# Who leaves treasures lying around in caves and dungeons?
# Or for that matter, who leaves worthless junk like tunics or battered shields lying around in caves and dungeons?
# Whenever you find a scrapyard, there's always some genius scientist who can make ultra-powerful machines out of the scraps.
# There's always something haunted in an RPG, whether it be a house, a train or a tower.
# When you go to a haunted place it always so happens that it is at night time. (Why else does the whole screen turn dark?)
# When someone falls off a cliff he or she always manages to survive.
# You can always "hitch-hike" onto a large ship, and the captain will always be willing to take you to wherever you want at any time, for free.
# There are no pirates in the sea.
# You can always swim across a lake, but never across a tiny patch of sea.
# Earthquakes never affect the geography.
# You can never read books in a bookshop or library, you can only listen to people who quote from them.
# Even if you can read books, you can only read, guess what, a quoted section.
# There is always something hidden behind a bookcase.
# Airships are phenomenally fast that you can travel around the world in one in five minutes.
# In an RPG there will always be some cocky reference to Greek or Norse myths and legends, e.g. Atlantis.
# When you're out in the freezing cold or in a scorching desert, you never suffer from any ill effects even though you wear the same clothes whereever you go.
# In battle, standing 10cm further back will prevent 50% of the damage. Hmm??
# Also in battle, even if you get knocked down by the enemies, you will still stand back up at exactly the same spot. Is it glued to your feet or something?
# People in remote mountain or island villages always seem to be surprised when adventurers show up there by airship, teleportation or whatever. (How did they get there in the first place?)
# Even though they're remote, the shops there are always well-stocked (and very expensive).
Find your way with a wrong map
Bookmarklets | MOVABLE TYPE Miroslav Holub wrote this story : "The young lieutenant of a small Hungarian detachment in the Alps sent a reconnaissance unit out onto the icy wasteland. It began to snow immediately, snowed for two days and the unit did not return. The lieutenant suffered: he had dispatched his own people to death. But the third day the unit came back. Where had they been? How had they made their way? Yes, they said, we considered ourselves lost and waited for the end. And then one of us found a map in his pocket. That calmed us down. We pitched camp, lasted out the snowstorm and then with the map we discovered our bearings. And here we are. The lieutenant borrowed this remarkable map and had a good look at it. It was not a map of the Alps but of the Pyrenees."
Jonas Heide Smith
Bookmarklets | MOVABLE TYPE Jonas Heide Smith works on on social dynamics in multiuser systems, particularly massively multiplayer computer games. His point is that when people interact through software - be it groupware or games - they are highly influenced by the design or architecture of that software. He argues that "users or gamers who need to cooperate on tasks such as selling/buying an object, writing a report or slaying a dragon are faced with an issue of trust. This issue has traditionally been insufficiently addressed by designers of online worlds who, historically at least, have approached the design process from a technical or single-user-oriented perspective."
His "project focuses on the ways in which design decisions shape user behavior. Particularly, I explore ways in which to strike a balance between avoiding troublesome behavior and severely restricting the user's actions. Whereas one may monitor everything or employ similar resource-inefficient measures the more interesting solution is to build systems that through their very design encourage constructive behavior (depending, of course, on what one is building)."
That is very close to the notion of "design for grounding" in the paper I wrote with Pierre and the others !
Location Matters Again
Bookmarklets | MOVABLE TYPE I read a paper "Home Is Where You Work, Work IS Where You Socialize : The Future of the Office" by David McIntosh. The author claims that the biggest paradox of the Internet revolution is that by enabling people to work anywhere, it has made location more important than ever.
Home is the place where you work (depending on how you define 'work', activities that require people no being interrupted : writing reports, reading, drawing stuff...) and work is the place where you reach your community, for meeting, exchanges, and so on. It seems that there is no substitute for face-to-face meetings, event with boring teleconferences.
my foaf file
I easily used FOAF-a-Matic : a Javascript application that allows you to create a FOAF ("Friend-of-A-Friend") description of yourself. Do it and simple copy the generated FOAF description from the text box above and paste it into a file. Put the file onto your website somewhere where it's publically accessible, it's a good idea to name this file "foaf.rdf" as then a google search can be used to help discover FOAF files across the web.
My foaf.rdf is here : http://tecfa.unige.ch/perso/staf/nova/blog/foaf.rdf
Nicolas Nova Nicolas Nova icon b37397b22f1d0c164e66fb40f15f312c208d32ce Mirweis f401ceab7332fb9c1e76ae7ae5b36bdceb26a323
foaf !
FOAF is an RDF format intended to provide "a way of representing information about people in a way that is easily processed, merged and aggregated" and is primarily concerned with allowing an author to provide a detailed personal description, as well as provide machine-readable links to, and information about, other people. Technically speaking, FOAF is simply an RDF vocabulary. Its typical use is akin to that of RSS: You create one or more FOAF files on your Web server and share the URLs so software can use the information inside the file. Like creating your own Web pages, the creation of your FOAF data is decentralized and within your control. An example application that uses these files might be a community directory where members maintain their own records. However, as with RSS, the really interesting parts of FOAF come into play when the data is aggregated and can then be explored and cross-linked.
There is also XFN : a lightweight method of annotating links to indicate a personal relationship with the person responsible for the linked resource, and as such strengthens existing links in a manner that is both machine-readable and human-comprehensible.
Technically speaking, XFN is a relationship datatype with suggested values provided for ease of use in a wide variety of situations, including HTML, XHTML, and XML documents. Thanks to its simplicity and its foundation in existing specifications, it is very easily understood, and it is easily adopted by authors. By building upon the links that already exist in the Web, XFN complements existing information in place, as it were.
Kitchen Table as Locality Metaphor
Bookmarklets | MOVABLE TYPE I like this idea of kitchen table as locality metaphor. "The kitchen table is the holding place for keys, wallets and pocketbooks at the end of the day. It's also the place where many families gather for meals and coffee breaks. By allowing distant friends and family members to participate in these activities, albeit virtually, researchers at MIT Media Lab Europe say they can provide an added sense of context for those who are communicating.(...) It seeks to provide a mechanism for two people in separate locations to simulate the shared experience of interacting with a common Kitchen Table."
Studying mutual modelling
Bookmarklets | MOVABLE TYPE Mutual Modelling : inferences an individual make abouit his or her partner's intensions, beliefs, knnowledge and strategies.
In my master thesis, I studied Mutual Modelling by asking pairs two questions : "What do you think your partner will do ?" and "What are you going to do ?" (multiple choice questionnaire). And I compared the resultst of the first question asked to A with the results of the second question asked to B.
A rather interesting method would have been to compare what B thinks A's doing and what A is really doing.
mobilisation phenomenon
The phenomenon of mobilisation is the process by which mobile technologies are folding themselves into the fabric of our economies, social lives and communities.