Research

[MyResearch] Brutally Written phd research question

- DO PEOPLE CARE OF HIS/HER PARTNER'S WHEREABOUT? (in the context of a collaborative and mobile activity)- Which representation do collaborative partners build of their partner's cognitive state (mutual modeling) and of the group interactions (group modeling) + transactive memory - To which extent do the team-mates remenber interactions episodes and their relationship to mutual/group modeling? - Do location awareness tools leads to build more accurate mutual and group models? - Which kind of spatial information is used for mutual/group modeling? which are relevant/effective?

[Research] Location, Collaboration and Cognition MiniCamp

With Mauro and Fabien, we are wondering about organizing a network or a minicamp about location-based technologies and their impacts on collaborative activities as well as distributed cognition. This could came in the form of a 6-7 person network that could be gathered during 3 days at some specific place, discussing various questions related to this topic. It is just a fuzzy idea now, let's see if some potential participants could be interested.

[MyResearch] CatchBob! Logfiles

Logfiles:- server side: time authorship event (refresh and message from A to B to go to x,y) - ipaq side: time in wireless area, breakdowns (number of messages that were not sent, nb of ipaq reboot), number of “screen touche”, number of reset?

[Research] Ubiquitous Computing Event

UbiComp in the Urban Frontier 7th September 2004, Nottingham, England

It is a one day workshop to be held at the 6th Annual Ubiquitous Computing Conference in Nottingham, England.  This workshop will be focused on understand how the rapidly emerging fabric of mobile and wireless computing will influence, disrupt, expand, and be integrated into the social patterns existent within our public urban landscapes.

[Research] Locative event!

Hybrid Realities:Digital PartnersExplorations in Art, Heritage, Science & the Human Factor, The 10th International Conference on Virtual Systems and Multimedia. Date: 17-19, Nov., 2004. Place: Softopia Japan, Ogaki City, Gifu, JAPAN.

VSMM 2004 will present traditional technical sessions in the respective areas with a lineup of plenary sessions, invited talks, panels, poster sessions, and two Special Sessions on Health Sciences, and the Digital Partner. Papers related to the following topics (but not limited to) are solicited. However, any paper dealing with a pioneered or significant development in virtual reality or multimedia is also encouraged.

[Research] Cool workshop: technologies of enlightenment? ubiquitous computing and religious practice in Asia and beyond

This talk seems crazy! I found it here: technologies of enlightenment? ubiquitous computing and religious practice in Asia and beyond (Genevieve Bell, Intel Research). Slides downloadable here. An incredible topic: mixing religion and ubiquitous computing, this is cool for a sci-fi novel !!!

In the "West", there is a long and complicated relationship between technology and religion. After all, Johannes Gutenberg's printing press produced the Bible in the 1450s. It was the first book to be thusly mass-produced. Today, the largest online genealogical service is run by the Church of the Latter Day Saints, Christian radio and televisions stations are flourishing, alongside religiously inspired blogs and chat rooms in the United States. Thus, it should not be so far fetched to imagine that new information and communication technologies (ICTs) are being re-purposed to support a range of non-secular activities. Some of these re-purposing have been well documented (Brasher 2001), and some has been theorized (Muller et al. 2001, Zaleski, 1997). For the most part, however, religious or spiritual uses of ICTs seem to exist in the realm of technological oddities, fodder for offbeat columns and stand-up comics. Here I want to revisit some of these instances of techno-fied spirituality, with an ethnographic sensibility. In particular, I want to draw on recent fieldwork in urban Asian households as a starting point for prising open the discourse around ubiquitous computing. I am interested in thinking about the ways in which religious uses of technology suggest a very different path(s) for technology envisioning and development.

'You got tagged: The city as a playground! n Proceedings of the Second International Conference on Appliance Design (2AD), 11-13 May 2004, HP Labs, Bristol, UK.

The ‘CitiTag’ project is focused on social experiences and group play in public spaces, based on the awareness of other peoples’ presence, through the use of mobile technology.

[Research] New ericsson's "ON" release

The new "ON" (Ericsson's magazine) has been realeased. Even though it's less rocket science than Receiver (Vodafone's magazine), it is still interesting. You can see it a summary of the mobile trend. However, Ericsson seems to be followers compared to Vodafone. They appear to be more shy than receiver; papers there are more 'conservative' I would say, perhaps because it is more "corporate stuff" (with people that shows nice white teeth). But there are more technical notes in Ericsson's ON.You can find papers about the extinction of phone booth (The days ot the ubiquitous public pay phone (and the booths that hold them) appear to be numbered), movies on cell-phone,billing systems...

[Research] Navigation and Landmarks

Via social fiction, Topographic Landform Interpretation Experiment, A geo-referenced walking work at Racetrack Playa (May 15th, 2K4)

Keywords: landform interpretation, navigation, locative media, database, walking art, cognitive maps, global positioning system, geographic information systems, art.

Although there are many resources on orienteering and land navigation ("how to"), very few of these engage in historical, genealogical, or cognitive analysis.(...) Navigation over smaller distances, the matter of how humans navigate in the landscape using tactical landmarks and other opportunistic features for orientation (foliage change, animal trails, geology, human markings such as cairns, shelters, rock art, etc.) via the use of concepts such as mental maps or "cognitive maps" (...) speculate that there is something to be learned from the study landform interpretation, which I view as the analysis of the meaning of land formations relative to human bipedal navigation

[Research] Interesting papers at NordiChi 2004

Wolves, football and ambient computing: Facilitating collaboration in problem solving systems through the study of human and animal groups by David W. Eccles (Florida State University) and Paul T. Groth (University of Southampton) “I'm waiting where we met last time”: Exploring everyday positioning practices to inform design by Alexandra Weilenmann (Viktoria Institute and Interactive Institute) and Peter Leuchovius (Viktoria Institute)

[Research] Interesting conference: DIS 2004

DIS 2004 seems appealing: Designing Interactive Systems 2004: "A venue for serious reflection on the practice of designing interactive systems, exploring the aesthetic, social and cultural dimensions of new technologies". But why there is not so many conferences on the COGNITIVE dimensions of new technologies. I mean, the most advanced reflections are always headed towards social or cultural dimensions but cognition is left aside. It is maybe due to some rigidity in the cognitive sciences paradigm (like experimental psychology methods) or insitutional limitations (a lab that work on a specific topic do not change every year its focus)...

[MyResearch] Agent Based Modeling

Notes taken from SWARM Tutorial:

An agent is the colloquial term for pretty much any component in an ABM that has extent. Typically agents are motivated to do something, but sometimes other objects in a simulation will also be called "agents".

Agents have: - Internal data representations (memory or state) - Means for modifying their internal data representations (perceptions) - Means for modifying their environment (behaviors)

Why agent-based modelling?

traditional mathematical methods (ODE, PDE, statistical approaches): - can describe macroscopic properties of a system that is already known, but don't explain the origin of those properties. (e.g. rate constants) - cannot be easily extrapolated to situations where the assumptions behind the equations no longer hold. (e.g. Hookes law F = -kx) - don't handle discontinuous systems well - don't handle heterogenity in populations well

but: ABM complements and enhances rather than supplants, traditional approaches.

Means for agents to interact: - Direct spatial interaction - Indirect spatial interaction ownership resource depletion pheromone dispersal - Communication - Transactions (e.g. financial)

[Research] Spatial Data and SMS

This study "Spatial patterns in the spread of SMS in different countries" claims that SMS is more frequently used in the larger cities than in the rest of a country. The authors then explains how innovation spreads from major cities to more provincial areas.

However, does this fact suffice to conclude that this innovative communications service primarily concerns urban dwellers? How can we conceive SMS diffusion throughout a country's territory? Geographic research has shown that the spatial diffusion of a technical innovation like the SMS most often starts in urban systems in major cities, and then spreads to provincial centres and finally to peripheral regions. This is called hierarchical diffusion. While diffusing top-down, the innovation also radiates from the diffusion centres to surrounding areas. Here we have a so-called contagion effect. When comparing SMS penetration rates among mobile telephone users simultaneously by country and size of city, we see that these two effects co-exist.

In countries with low SMS penetration rates, such as the UK, Spain and Denmark, there is little urban-rural difference. Diffusion has not yet really started, so the penetration rate is low everywhere.

By contrast, in the Czech Republic, a country of recent, rapid and strong mobile diffusion, it is mainly the inhabitants of the Prague region who use SMS. In Norway and France, two other countries with a strong population concentration in the capital, the large number of inhabitants facilitates the imitation of modes of communication and thus the diffusion of SMS from the centre. In these three countries we observe a process of "hierarchical diffusion".

Finally, in the Netherlands, a country of high population density, a relatively egalitarian culture and a high penetration rate of the mobile telephone and SMS, the tendency is the opposite of that observed in the Czech Republic. SMS penetration rates in urban agglomerations surrounding the large cities are as high as those in the cities themselves. By contrast, in medium-sized towns like Groningen, relatively far-removed from the main agglomerations, the SMS is used less often. This is an example of diffusion which also includes a contagion effect due to the geographical and cultural proximity of urban centres in the Netherlands.

[MyResearch] Ontology definition

I am entering the world of ontologies for my phd thesis. That is why I put some defintions here. According to the W3C:

An ontology defines the terms used to describe and represent an area of knowledge. Ontologies are used by people, databases, and applications that need to share domain information (a domain is just a specific subject area or area of knowledge, like medicine, tool manufacturing, real estate, automobile repair, financial management, etc.). Ontologies include computer-usable definitions of basic concepts in the domain and the relationships among them (note that here and throughout this document, definition is not used in the technical sense understood by logicians). They encode knowledge in a domain and also knowledge that spans domains. In this way, they make that knowledge reusable.

Then, as stated by Tom Gruber, an ontology is a description (like a formal specification of a program) of the concepts and relationships that can exist for an agent or a community of agents. And What is important is what an ontology is for.

One of the purpose of my phd is to establish a method to analyze mobile collaboration as well as mutual modeling (a process that occur during collaboration). In order to meet this end, I am considering developing an ontology that can describe the task and the agents activity.

[VideoGame] A CounterStrike course

Counter Strike Course session by goodgame (Nicolas Cerrato). Here is the curriculum:

- Basics in collective game/sport - Software and Hardware configuration: material and tuning. - Attack and defense principles - Communication: cornerstone of teamplay. - Sponsoring and management

[VideoGame] Top 10 Usability Recommendations

Seen here: Presentation: Series 40 Game Usability Study at Nokia. It is a presentation of the results of a game usability study, coordinated by Nokia and conducted by Idean Research Ltd., a Finnish user experience research firm. The study concentrated on solving usability and playability issues in games developed for Series 40 devices from Nokia.

1. Provide a Clear Menu Structure Use only one main menu, accessible with the left soft key. Keep the menu short. In general, use the left soft key for OK, select, and menu; use the right soft key for cancel and back. 2. Simplicity Is Key If two solutions are equally valid, use the simpler. Make sure each entity in the game is unique, and not easily confused with any other. Provide different game modes only if they are truly different and valuable. 3. Provide Help When Needed Keep help text short. If feasible, scroll text one screen at a time, not one line at a time. Display short text on the screen to explain new items, characters, and situations in the game. Provide a setting to disable in-game help. Provide a graphic representation of which keys are used for which functions. Do not expect players to read help text or force them to do so. 4. Be Relentlessly Consistent Use the mother tongue of the user. Be consistent with the phone's UI, with game industry conventions, and within the game itself. Use the left soft key for OK, select, and menu; use the right soft key for cancel and back. 5. Don't Waste the User's Time Allow her to skip the introduction. Do not require re-entry of data. Provide shortcuts and reasonable default values. 6. Use Natural Controls Use the 2, 4, 6, and 8 keys for horizontal and vertical movement as well as the arrow keys; use the 1, 3, 7, and 9 keys for diagonal movement, if enabled. Use the 5 key as the action button. Design the game so that it does not lure the user into pressing two keys at once, since many mobile devices (and all Series 40 devices) do not support simultaneous keypresses. 7. Enable Save and Pause Provide a simple save-game feature. Have the game auto-save when the user presses the red phone button - use the destroyApp() method to do this. Provide a pause mode (left soft key, which goes to the game menu); this can be done using the hideNotify() method. If the user quits the game from the pause mode, have the game auto-save. 8. Conform to Real-World Expectations For example, when jumping or throwing objects, the flight path should be predictable. There must be no invisible barriers that the player cannot pass or holes that he cannot reach. Do not end the game arbitrarily. Implement a realistic physics model if relevant (for example, racing games). 9. Go Easy on the Sound Provide sound for feedback, but ensure that the game is playable with the sound off, and provide an easy way to turn sound off within the game. No annoying sounds: not too loud, not too high-pitched. Avoid background music, if possible. 10. Implement a High Scores List Tell the user what score he reached before asking for a name; provide the previously entered name as the default. Do not force the user to enter a name; make it optional.