Research

[Research] Workshop about Location Awareness (Technical)

Loca2005 is an International Workshop about location and context awareness. It will happen in Munich, Germany, May 12-13, 2005 in cooperation with Pervasive 2005

The goal of this workshop is to address and discuss the technical challenges, ideas, views, and research results in sensing, fusing and distributing location information as well as providing location- and context-awareness to applications and services such as navigation in pervasive systems.

The workshop is a platform to propose new positioning algorithms and location sensing techniques, including new techniques and studies into the properties of existing technologies. This includes enhancements of singular systems (e.g. positioning in cellular telephone networks such as GSM; positioning in WLAN environments; etc.) as well as hybrid systems (e.g. integration of Global Navigation Satellite Systems with Inertial Positioning Systems). Improvements in sensor technology, integration and sensor fusion may be addressed either on a theoretical or on an implementation level.

[Research] HCI/CSCW and theories

Reading a review of Dourish's 'Where The Action Is" by M. Chalmers, I stumbled across this quote: "In our field, theory is like the public library. If asked, most of us would say that we are glad that it is around - but fea of us actually go there". It is actually what I feel, not because I do better than the other! It's rather that it's difficult to find the research rationale in lots of HCI/CSCW papers. The emphasis is often put on designing a new 'thing', sometimes on creating a new technique or method (data analysis for instance) or implementing a new technology (vow wimax! what could we do with it?) and rarely on evaluating technologies. The epistomological concerns seems to be often left out, as if theoretical issues were just bothering issues. I feel concern by this because my background is cognitive psychology (with a strong experiment spin). The confrontation of this experimental way of working with other really compelling methods (like much more qualitative ones: ethnography, anthropology, ...) is definitely interesting. Now that I learnt how to use those other methods (in various research projects like video games or locative media testing/design), I am happy to have opened my scope to other things that 'experiments'. It was also an opportunity to understand when applying which kind of method. Maybe that's why I now feel more concerned by epistemological issues.

[Research] Constant Information Flow through Bluetooth on your Mobile Device

Jamie Lawrence works on very promising topic:

What if every Bluetooth device was constantly on, constantly broadcasting "information" and constantly receiving it? What information would people share, how will users manage this information flow, how will they experience it, what are the technical problems and opportunities, what are the social problems this technology might solve and what are the social issues it will create? Using the temporal and spatial patterns prevalent in urban society, this local broadcasting may be an effective, decentralised, alternative to location tagging (as in Urban Tapestries). Or, it might not.

[MyResearch] Epistemologie

Epistémologie: étude de la démarche générale de la science et des conditions de production des faits scientifiques. Le terme recouvre une série de disciplines, comme la philosophie des sciences, l'histoire, la sociologie et la psychologie de la connaissance scientifique. On distingue une épistémologie normative (Popper), qui veut déterminer les critères définissant de ce que doit être une science, et une épistémologie descriptive, qui a pour vocation de décrire les sciences telles qu'elles s'élaborent réellement.

[MyResearch] Ph.D chitchat with P. Salembier

Last friday, I met Pascal Salembier to have a brief chitchat about my phd project. I am pretty used to ask for some feedback from various persons (like Stefano about coordination theories or Thomas about psychology/methods/games). This time, my interest was put on epistemological concerns. Since we came up with this game idea to study how locative media modifies collaboration, I add few epistemological problems that I wanted to discuss: - cognitive ergonomics methodology - the use of game in HCI/CSCW/psychology - the outcome of the project: empirical knowledge versus applied guidelines: i would like to have both. - data analysis: I can use a program like actogram. And do I really need the video? maybe not because of the path I want to take. - the link between: paradigm/theoretical framework/research 'object'/methodologies

1. Cognitive ergonomics methodology

The canonical approach is: - first, ethnological method used to find properties, mechanisms implied in ecological situations. - second, when patterns are found, it's more a matter of having more precise questions, with an experimentl setting, with variables (like different type of interfaces, various display...) to get some insights and test them.

Conducting experiments without the first part could be detrimental, it's indeed possible that the test shows nothing...

Another way is like in the 'lutin' project: having an environment in which you can test stuff, do comparisons, see if things emerge... without any hardcore hypotheses. The point is not to have too much constraints, just few 'heuristical' hypotheses.

Outcome for my project: I am rather in the second approach in which I can use the game as a testbed to see how different groups use the tool and see if some patterns emerges. I still need few heuristics to analyse the wide load of data (soft hypotheses).

2. Use of games in HCI/CSCW

My concerns was: it seems fruitful to use games to study various phenomena in HCI (because participants are more motivated...) but is it OK epistemologically? The problem is that the task itself is not real, it is rather artificial (non ecological?).

It seems that it is not much of a problem since: - a game, especially a mobile computing one, involves participants in a real context (the physical world) with an ecological validity. A game in public space indeed create a certain kind of complexity.s - the domaine (task domain) is easier for both the participants and the experimenters (compared to air traffic control for instance). Besides, it is better to make students (my current would-be participants) doing a game than a really complex task they will never carry out. - participants would have a better implication than in a complex task

Ask Laurence Nigay, she seemed to have reviewed projects that used games in HCI.

Outcome for my project: it seems OK to use a mobile game.

3. Misc

The thesis needs an epistemological approach with: - a theoretical framework, there are various levels: from the more global one (distributed cognition, activity theory...) to much more precise thing (like the grounding theory from clark...). - well defined theoretical objects: what do I study? - well defined methods: how can I study these objects? - articulation between the objects and the methods: I need descriptive categories that don't come out from the blue. There must be a connection between them and the framework.

I should refine the research question so that I can set soft hypotheses to analyse the data and have a proper theoretical framework. A list of constraints would be great to find the task I want to use (like: I want collaboration, a task more complex than just a spatial one...)

[Research] Few notes about Activity Theory

According to Center for Activity Theory and Developmental Work Research, there seems to be three theoretical generations in the evolution of activity theory. The first generation, centered around Vygotsky, created the idea of mediation.

The second generation of activity theory derived its inspiration largely from Leont'ev's work. In his famous example of "primeval collective hunt" Leont'ev (1981, p. 210-213) explicated the crucial difference between an individual action and a collective activity. The distinction between activity, action and operation became the basis of Leont'ev's three-level model of activity. The uppermost level of collective activity is driven by an object-related motive; the middle level of individual (or group) action is driven by a conscious goal; and the bottom level of automatic operations is driven by the conditions and tools of the action at hand. However, Leont'ev never graphically expanded Vygotsky's original model into a model of a collective activity system

John Halloran in his phd summarizes this hunt:

In his important example of the ‘primeval collective hunt’ Leont’ev (1978) discusses an activity in which a tribe needs to catch animals for food. He points out that the object (or motive) of this activity is to get food through catching animals. The same object is shared across all the participants; but the participants do not all share the same goal. The goal of a beater is to scare quarry. This forces animals out of hiding. On the face of it, this appears irrational in terms of the object, as the animals scatter. However, others involved in the activity are then able to catch the animals; and this is their goal.

[MyResearch] Mixed Evaluation Method of Collaboration

Last week, at the CSCL symposium, I attended an interesting presentation by Alejandra Martinez about evaluating collaboration. She showed this table

Method requirements: - integrate context................ethnographical data (questionnaire, observation, focus groups...) - study of real situation................ qualitative analysis - participants' point of view................ qualitative analysis - new forms of interaction (technology)................ log recorded data - scalable and efficient processes................ qualitative analysis - visualization processes................ social network analysis or log parsing

[Research] Mobile Research/Design Methods

Well, thank you Jeff for this very informative summary of mobile research/design methods! It is actually a comparison of methods for understanding mobile behavior to inform technology design: Case Studies, Diary Studies, Cultural Probes, Ethnography, Field Study (natural or artificial settings), Interviewing, Lab experiment, Normative writings, Survey research, Techology Probes. Trying to find mysefl in the picture, I am actually doing a kind of 'lab experiment/light field study in artifical settings'.

[Research] Reference about context awareness

Relevant research paper: >Exploiting Space and Location as a Design Framework for Interactive Mobile Systems by ALAN DIX and TOM RODDEN, NIGEL DAVIES, JONATHAN TREVOR, ADRIAN FRIDAY, and KEVIN PALFREYMAN.

This article considers the importance of context in mobile systems. It considers a range of context-related issues and focus on location as a key issue for mobile systems. A design framework is described consisting of taxonomies of location, mobility, population, and device awareness. The design framework informs the construction of a semantic model of space for mobile systems. The semantic model is reflected in a computational model built on a distributed platform that allows contextual information to be shared across a number of mobile devices. The framework supports the design of interactive mobile systems while the platform supports their rapid development.

[Research] News from our workshop

We had a nice workshop, here are few pictures of what people designed. I am really happy that the fast prototyping activity fostered interesting discussions between participants. The main lesson of this workshop is that finding a collaborative context-dependent task is obviously hard. People always comes up with old-season ideas like space annotation (it's not old season actually, it is rather cliché). Another interesting point that emerged is emotion: we should take more into acocunt the link between context-awarenes and emotion. Finally, it seems also hard to fit all of this into a 'learning' framework.

[Research] Notes about Mutual intelligibility

In the context of collaborative interaction analysis, we have to deal with our team-mates share the context in which they carry out their joint activity. Collaboration indeed requires “intersubjectivity”: the understanding of another person depends on the assumptions the observer can make about what he’s understanding and planning. Carrying out a joint activity depends on this intersubjectivity: a mutual and shared understanding based on the immediate experience of two persons who have only access to their own thoughts and the actions performed by each of the participants This notion of mutual intelligibility has been extensively studied by scholars, it is called: - 'mutual knowledge' by philosophers specialised in language studies: Smith 1982 or Grice, 1975 - 'common ground' by psycholinguists: Clark, 1991 or 'mutual knowledge' by Krauss and Fussel, 1990: they claim that communication needs a common ground, a common body of knowledge between interactants. - 'shared cognitive environment' by Sperber and Wilson, 1986: unlike Clark, they states that communication is just the intersection between different individual cognitive environment/context.

[MyResearch] Well I think this is my phd research plan

I finished writing my phd research plan, it is here (.pdf). The provisional title is Analysing the Impacts of Location-Awareness on Mobile Collaboration

Location-based services recently happened to be one of the new cutting edge technology in Computer Supported Cooperative Work. This project focuses on its collaborative uses: how group of people benefits from knowing others’ whereabouts when working together on a joint activity. For that matter, we plan to design a collaborative mobile environment in which we will test how a location awareness tool modifies the group interactions and communications, the way they perform a joint task as well as how they rely on this spatial information to coordinate. Series of experiments will be ran on this platform so that we could figure out how location awareness impacts group collaboration. We also aim at developing a computational model in the form of a XML framework to describe groups’ interactions in space. This model will enable the analysis and parsing of the data collected so that we could find and visualize patterns, do comparisons and explicitly represents which spatial features are meaningful and relevant for mobile collaboration. From all the results, this PhD will put forward guidelines for the design of efficient location-based services. This proposal emerges from previous research in virtual environment that show the importance of location information in group collaboration.

[Locative Media] Chris' location tool

Chris now displays his current location (+ location history) on hiy blog thanks to a nice hack involving horrible acronyms involving the letter 'g' like GPS or GSM . mmmh I 'm joking, it's actually very smart and simple:

The setup is this - Pretec BluetoothGPS (that also has a nifty data logger, which isn't used here), GSM Tracker, a Nokia 6600, and a custom written server program on my webserver

He's also displaying his data with RDF and RSS which is interesting (for people who want do do computation or other strange manipulation with them). Moreover, what is perhaps more interesting, is his conclusion:

A bigger question is why publish this information in public. I must admit I'm not overly happy with giving everyone access to this data, but then again, this kind of service is the near-future that designers like myself have been preaching for years. It will cause privacy problems, it will cause social embarassment, it may change the way I live. Unless I try it myself, I will never know what unexpected consequences publishing this information will have.

That is indeed true even though I would have the same privacy concerns. The point is for whom this kind of person is this meaningfull. I actually do not know Chris so it's not very relevant for me apart that I can discover what he's doing. However, for anne, it's different since they are familiar:

What I find curious is how knowing this immediately makes me think of Chris shielding me from the London rain this past spring, and I smile. It's such a lovely way to draw out a series of movements and memories in space and time.

That leads me to my own research: what are the inference people make about other's location. Here we have a concrete example which is more related to affective (friends' memories) than problem-solving tasks (for people who don't understand why I talk about. problem solving, I will just say that my phd deal with the effects of location awareness in collaborative problem solving).