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<channel>
	<title>jeff watson</title>
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	<link>http://remotedevice.net</link>
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		<title>Berkeley Talk: Transforming Community Through Pervasive Play</title>
		<link>http://remotedevice.net/blog/berkeley-talk-transforming-community-through-pervasive-play/</link>
		<comments>http://remotedevice.net/blog/berkeley-talk-transforming-community-through-pervasive-play/#comments</comments>
		<pubDate>Wed, 25 Jan 2012 19:54:53 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[bcnm]]></category>
		<category><![CDATA[berkeley]]></category>
		<category><![CDATA[events]]></category>
		<category><![CDATA[pervasive games]]></category>
		<category><![CDATA[reality ends here]]></category>
		<category><![CDATA[speaking]]></category>

		<guid isPermaLink="false">http://remotedevice.net/?p=7761</guid>
		<description><![CDATA[I will be speaking at the Berkeley Center for New Media on February 2nd, 2012, at 5PM in the BCNM Commons (340 Moffitt).</a>...]]></description>
			<content:encoded><![CDATA[<p><img src="http://remotedevice.net/wp-content/uploads/2012/01/george-steven-hands.jpg" alt="" title="george-steven-hands" width="666" height="534" class="alignnone size-full wp-image-7770" /></p>
<p>I will be speaking at the <a href="http://bcnm.berkeley.edu/">Berkeley Center for New Media</a> on February 2nd, 2012, at 5PM in the BCNM Commons (340 Moffitt). Here&#8217;s the description of the talk:</p>
<blockquote><p>In this talk, Jeff Watson will present <a href="http://reality.usc.edu" target="_blank">Reality Ends Here</a> (2011), a pervasive <del>alternate</del> reality game designed to effect immediate change in the community of learners at the USC School of Cinematic Arts (SCA). Over the course of the project&#8217;s 120 day run, collectible cards, rumors, secret websites, and a mysterious black flag drew more than 150 students into an intense underground social game involving collaboration, strategy, and artistic experimentation. By connecting students to one another in unpredictable and serendipitous ways, and by providing a framework for meaningful play and performance, the game transformed a collection of heavily siloed academic divisions into a productively chaotic and interdisciplinary community of practice. Drawing on the research and methodology underlying the design, implementation, and assessment of Reality Ends Here, Watson will argue for the transformative potential of pervasive game interventions across a range of domains, from education and public policy, to activism, innovation, and beyond (<a href="http://bcnm.berkeley.edu/?page_id=425&#038;id=84">Berkeley Center for New Media</a>).</p></blockquote>]]></content:encoded>
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		<slash:comments>4</slash:comments>
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		<title>Play, writing, and the pleasures of complex dynamic systems</title>
		<link>http://remotedevice.net/blog/play-writing-and-the-pleasures-of-complex-dynamic-systems/</link>
		<comments>http://remotedevice.net/blog/play-writing-and-the-pleasures-of-complex-dynamic-systems/#comments</comments>
		<pubDate>Wed, 11 Jan 2012 02:29:21 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[andrea phillips]]></category>
		<category><![CDATA[complexity]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[screenwriting]]></category>
		<category><![CDATA[storytelling]]></category>
		<category><![CDATA[Writing]]></category>

		<guid isPermaLink="false">http://remotedevice.net/?p=7728</guid>
		<description><![CDATA[Writer and game designer Andrea Phillips, who I interviewed in this space a few years back, recently wrote a</a>...]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.brainpickings.org/index.php/2009/05/07/writing-without-words/" target="_blank"><img src="http://remotedevice.net/wp-content/uploads/2012/01/Screen-Shot-2012-01-10-at-6.17.51-PM-309x400.png" alt="" title="Visualization of Kerouac&#039;s On The Road" width="309" height="400" class="alignright size-medium wp-image-7733" /></a>Writer and game designer Andrea Phillips, who I <a href="http://remotedevice.net/blog/taking-risks-and-dancing-with-audiences-andrea-phillips-on-writing-for-transmedia-and-args/">interviewed</a> in this space a few years back, recently wrote a <a href="http://www.deusexmachinatio.com/blog/2012/1/10/evolution-of-process.html">blog post</a> about the evolution of her writing process, describing &#8220;the way that my creation of stories and my creation of games have come to use the same general process.&#8221; The gist of the post is something like this: developing stories amounts to something very similar to developing games in terms of the way that both forms demand striking a kind of systemic balance. An unbalanced game will be exploited by its players, or, as in the example Phillips uses of a game which over-incentivizes certain play actions through its point system, will bring about undesired behaviors that detract from the core experience. Similarly, narrative figures fail to generate their intended effects unless they are finely &#8220;balanced&#8221; toward specific ends. This could be illustrated by the canonical example of how showing a ticking time bomb hidden beneath a table at the beginning of a sequence will generate suspense, but if it is shown only right before it explodes, the result will be mere shock. In both cases &#8212; games and narratives &#8212; simple changes in sequence, tone, and fact can have enormous impact on the system as a whole.</p>
<p>Some of my own first inklings of this sort of systems thinking came about when I was learning how to write JavaScript. One of the first projects I did was a kind of &#8220;random log line generator&#8221; that put together snippets of beginnings, middles, and ends to create surprising (and often absurd) pseudo-random stories. As I worked to make the program do more sophisticated things &#8212; things like check if there had been a car mentioned in an earlier part of the story, and if there had, bring it back in later in the story &#8212; I began to see more clearly how traditional fixed linear stories (at the time I was working on various screenplay projects) were in fact complex dynamic systems (at least in terms of the development process &#8212; though of course as far as their relationship to spectators goes, they remain so long after they are &#8220;finished&#8221;). Making a change in one part of the text has cascading effects throughout the whole, changing meanings, altering stakes, and opening (or closing) lines of possibility. It seems obvious now, but for me it also felt like a breakthrough.</p>
<p>Maybe that discovery was part of why I became interested in participatory and environmental media broadly and game design more specifically. The thrill of watching those possibilities open and close and those changes ripple through the system was something I wanted to design for. Why should authors have all the fun playing with the pieces and seeing how things shake out differently as the constituent elements of a story environment are changed? As Phillips puts it, it&#8217;s a wonderful game to imagine &#8220;how else we might have assembled the same cogs and gears to make [the clockwork machine of a story] run faster or quieter or keep time better.&#8221; </p>
<p>This pleasure, I think, is at the heart of game play, not just game design. It&#8217;s a unique kind of pleasure that comes from a feeling of real agency, of having one&#8217;s actions effect tangible consequences upon a system, and of discovering the new and unforeseen challenges associated with those consequences &#8212; and it&#8217;s what keeps me passionate about writing, designing, and playing alike.</p>]]></content:encoded>
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		<title>Metropolis II</title>
		<link>http://remotedevice.net/blog/metropolis-ii/</link>
		<comments>http://remotedevice.net/blog/metropolis-ii/#comments</comments>
		<pubDate>Wed, 11 Jan 2012 01:12:37 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[cars]]></category>
		<category><![CDATA[chris burden]]></category>
		<category><![CDATA[cities]]></category>
		<category><![CDATA[lacma]]></category>
		<category><![CDATA[performance art]]></category>
		<category><![CDATA[sculpture]]></category>

		<guid isPermaLink="false">http://remotedevice.net/?p=7715</guid>
		<description><![CDATA[Chris Burden’s Metropolis II opens this week at LACMA. According to Burden, “The noise, the continuous flow of the trains, and the speeding toy cars, produces in the viewer the stress of living in a dynamic, active and bustling 21st Century city.” And also, I would add, the thrill and the wonder…]]></description>
			<content:encoded><![CDATA[<p><iframe width="500" height="281" src="http://www.youtube.com/embed/llacDdn5yIE?fs=1&#038;feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>Chris Burden&#8217;s Metropolis II <a href="http://www.lacma.org/art/exhibition/metropolis-ii">opens this week</a> at LACMA. According to Burden, &#8220;The noise, the continuous flow of the trains, and the speeding toy cars, produces in the viewer the stress of living in a dynamic, active and bustling 21st Century city.&#8221; And also, I would add, the thrill and the wonder&#8230;</p>
<blockquote><p>Here are a few stats on the piece:</p>
<ul>
<li>The cars are attached by a small magnet to the conveyor belt that brings them to the crest.</li>
<li>The only motorization of the cars is the conveyor belt to the top.</li>
<li>Once the cars cross over the crest and head downward, their entire movement is by gravity.</li>
<li>They travel at a scale speed of 240 mph, plus or minus.</li>
<li>The tracks they take are Teflon coated to reduce friction.</li>
<li>The tracks are beveled at 7 degrees to give added torque for speed when<br />
they come through corners and curves.</li>
<li>The trains are out of the box electric train sets that run on electricity.</li>
</ul>
<p>(<a href="http://lacma.wordpress.com/2012/01/10/metropolis-ii/">Unframed</a>)
</p></blockquote>
<p>See also: <a href="http://www.stumbleupon.com/su/9R26Pj/www.ubu.com/film/burden_wrench.html">Big Wrench</a>.</p>]]></content:encoded>
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		<item>
		<title>An essential archipelago of opportunity</title>
		<link>http://remotedevice.net/blog/an-essential-archipelago-of-opportunity/</link>
		<comments>http://remotedevice.net/blog/an-essential-archipelago-of-opportunity/#comments</comments>
		<pubDate>Thu, 05 Jan 2012 17:24:49 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[nicholas de monchaux]]></category>
		<category><![CDATA[parametric design]]></category>
		<category><![CDATA[sustainability]]></category>
		<category><![CDATA[urban space]]></category>

		<guid isPermaLink="false">http://remotedevice.net/?p=7585</guid>
		<description><![CDATA[Nicholas de Monchaux's <a href="">WPA 2.0</a> entry, <a href="">Local Code : Real Estates</a> uses geospatial data to map the thousands of abandoned city-owned lots scattered across North American cities. But this is more than just a data viz project: de Monchaux conceives of these spaces as "an essential archipelago of opportunity" for making cities more livable, functional, and sustainable.]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/8080630" width="500" height="281" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p>Nicholas de Monchaux&#8217;s <a href="http://wpa2.aud.ucla.edu/info/index.php?/theprojects/finalists/">WPA 2.0</a> entry, <a href="http://nicholas.demonchaux.com/Work/local-code">Local Code : Real Estates</a> uses geospatial data to map the thousands of abandoned city-owned lots scattered across North American cities. But this is more than just a data viz project: de Monchaux conceives of these spaces as &#8220;an essential archipelago of opportunity&#8221; for making cities more livable, functional, and sustainable. The project proposes a provocative union of urban environmental sensor data, citizen participation (presumably captured via social media), and parametric design software:</p>
<blockquote><p>Using parametric design, a landscape proposal for each site is tailored to local conditions, optimizing thermal and hydrological performance to enhance the whole city’s ecology—and relieving burdens on existing infrastructure. Local Code’s quantifiable effects on energy usage and stormwater remediation eradicate the need for more expensive, yet invisible, sewer and electrical upgrades. In addition, the project uses citizen participation to conceive a new, more public infrastructure as well —a robust network of urban greenways with tangible benefits to the health and safety of every citizen. (<a href="http://nicholas.demonchaux.com/Work/local-code">Nicholas de Monchaux</a>)</p></blockquote>
<p>Related: <a href="http://wpa2.aud.ucla.edu/info/">WPA 2.0 Exhibition</a></p>]]></content:encoded>
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		<title>Mogees: Realtime Gesture Recognition with Contact Microphones</title>
		<link>http://remotedevice.net/blog/mogees-realtime-gesture-recognition-with-contact-microphones/</link>
		<comments>http://remotedevice.net/blog/mogees-realtime-gesture-recognition-with-contact-microphones/#comments</comments>
		<pubDate>Wed, 04 Jan 2012 16:44:31 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[audio]]></category>
		<category><![CDATA[bruno zamborlin]]></category>
		<category><![CDATA[mogees]]></category>
		<category><![CDATA[music]]></category>
		<category><![CDATA[physical computing]]></category>
		<category><![CDATA[sensors]]></category>

		<guid isPermaLink="false">http://remotedevice.net/?p=7514</guid>
		<description><![CDATA[Bruno Zamborlin&#8217;s Mogees project &#8212; &#8220;an interactive gestural-based surface for realtime</a>...]]></description>
			<content:encoded><![CDATA[<p>Bruno Zamborlin&#8217;s <a href="http://www.brunozamborlin.com/mogees/">Mogees</a> project &#8212; &#8220;an interactive gestural-based surface for realtime audio mosaicing&#8221; &#8212; implies all sorts of interesting futures for musical instruments and performance:</p>
<p></p>
<p><iframe width="500" height="281" src="http://www.youtube.com/embed/erz-9f4M9B4?fs=1&#038;feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>Via <a href="http://twitter.com/#!/elejansen">@elejansen</a></p>]]></content:encoded>
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		<title>Innovation Ecotones</title>
		<link>http://remotedevice.net/blog/innovation-ecotones/</link>
		<comments>http://remotedevice.net/blog/innovation-ecotones/#comments</comments>
		<pubDate>Tue, 29 Nov 2011 22:54:30 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[ann pendleton-jullian]]></category>
		<category><![CDATA[dissertation]]></category>
		<category><![CDATA[ecology]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[innovation ecotones]]></category>
		<category><![CDATA[pervasive games]]></category>
		<category><![CDATA[pervasive learning]]></category>
		<category><![CDATA[transmedia]]></category>

		<guid isPermaLink="false">http://blog.remotedevice.net/?p=6401</guid>
		<description><![CDATA[An ecotone &#8212; literally, a place where ecologies are in tension &#8212; is a transitional area between</a>...]]></description>
			<content:encoded><![CDATA[<a href="http://remotedevice.net/wp-content/uploads/2011/11/Screen-Shot-2012-01-05-at-2.13.28-AM.png"><img src="http://remotedevice.net/wp-content/uploads/2011/11/Screen-Shot-2012-01-05-at-2.13.28-AM.png" alt="" title="Screen Shot 2012-01-05 at 2.13.28 AM" width="588" height="422" class="alignnone size-full wp-image-7556" /></a>
<p>An ecotone &#8212; literally, <a href="http://en.wikipedia.org/wiki/Ecotone">a place where ecologies are in tension</a> &#8212; is a transitional area between different biomes, such as the boundary between grassland and forest or between different kinds of forests. Such places are sites for evolutionary dynamism, conflict, and experimentation. <a href="http://4plus1studios.com/about/">Ann Pendleton-Jullian</a>, Director of the Knowlton School of Architecture at Ohio State University, draws on the ecotone as analogy and inspiration in her provocative essay regarding the future of design education and other institutional systems, <a href="http://remotedevice.net/wp-content/uploads/2011/11/APJ_paper_14.pdf">Innovation Ecotones</a> (.pdf).</p>
<p>Here, Pendleton-Jullian outlines the continuum between linear (&#8220;twentieth century&#8221;) and elastic/non-hierarchical (&#8220;twenty-first century&#8221;) learning and innovation models:</p>
<blockquote><p>The left side of this continuum corresponds to models, methods, and mechanisms associated with twentieth century learning and the right side corresponds to how we are beginning to conceive of knowledge construction for the twenty-first century. A twentieth-century approach to education holds fast to the notion of teaching as a systematic delivery of knowledge—knowledge that is vetted and sanctioned and delivered in discipline-based packages from expert teachers to students. It is education in which one learns about specific stuff and how to do specific things. </p>
<p>In contrast, twenty-first century learning environments are about learning that extends far beyond the classroom (it scales), which in turn promotes elasticity and agency. The assumption is that we need to prepare for futures in which the specific things we will be doing, and specific stuff we will need to know, do not yet exist. Implicated in an education for the twenty-first century are all sorts of new mechanisms—cultural, social, and intellectual mechanisms—that are either directly or indirectly affiliated with the digital age as a global phenomenon.</p>
<p>Intuitively, we understand that a twenty-first century approach to learning is radically different from education that focuses on the accumulation of information and the simplistic transfer of culture and ideas associated with this information. But what is it more precisely? I would suggest that it begins with an epistemological shift in which learning how to learn and act (learning to be), in a highly situated manner, replaces learning about something. And then it is about how this scales, so as to create elasticity and agency.</p></blockquote>
<p>Agency is the key word here. In the staid and siloed ecologies of traditional education, everyone has their place. Agency is reduced to choosing which silo you&#8217;re going to set yourself into &#8212; a choice which can drastically scale back your exposure to what&#8217;s going on in other silos. As a result, your world &#8212; your learning ecology &#8212; becomes smaller and less diverse over time. And the less diverse a given ecology becomes, the slower its pace of evolution and innovation.</p>
<p>In an &#8220;ecotone culture,&#8221; what once was siloed begins to collide, mix, and cross-pollinate, opening new vectors for discovery and collaboration. The results are unpredictable, but rich:</p>
<blockquote><p>Because the students of the ecotone culture share the space and their work with others unlike themselves – with diverse species – there will be those cases in which one enters as one thing and evolves into something else: an architect, for instance, evolves into a musician/architect; or an astronomer evolves into an astronomer/environmentalist. Like the Greenbul [a bird whose song pitch and aeronautical capabilities adapt in response to its environment], though, it is not a change of song but a new tonality that honors both the song structure and the new context. This means that this new talent will acquire the ability to contribute in more than one field and maintain a key presence in multiple camps. </p>
<p>The ecotone analogy is extensive and highly productive. Diversity of species, new species development, keystone species as engineers, distribution of nutrients, corridors for transfer of creatures and stuff—even the idea of microhabitats (smaller habitats within larger habitats, like a tidal pool)—are all intensely relevant in terms of conceiving, designing, and implementing organizational structures and mechanisms for this innovation ecology model. Each component might independently have an impact and add value to the system, but the fact that the ecotone is a system, rather than a collection of components, means that their collective impact scale.</p></blockquote>
<p>It should be noted that establishing an innovation ecotone in an institutional setting does not mean that one must completely change the entire system overnight. As I've <a href="http://remotedevice.net/tag/reality-ends-here/">observed over the past few months</a>, a lightweight and entirely opt-in pervasive game geared around peer discovery and collaborative production can have transformative effects on an otherwise siloed educational environment. Once the channels for agency and disciplinary elasticity have been opened, it&#8217;s hard to close them again. After all, young media artists, theorists, and designers (among many others) are eager to find their niche in the world, to discover their identities, and to make a contribution &#8212; and in diversity, there is opportunity. </p>
<p>Download the complete text: <a href="http://remotedevice.net/wp-content/uploads/2011/11/APJ_paper_14.pdf">Innovation Ecotones (.pdf)</a></p>
]]></content:encoded>
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		<title>Video: Indiecade 2011 “No Screens” Panel</title>
		<link>http://remotedevice.net/blog/video-indiecade-2011-%e2%80%9cno-screens%e2%80%9d-panel/</link>
		<comments>http://remotedevice.net/blog/video-indiecade-2011-%e2%80%9cno-screens%e2%80%9d-panel/#comments</comments>
		<pubDate>Mon, 28 Nov 2011 18:26:38 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Presentations]]></category>
		<category><![CDATA[chris weed]]></category>
		<category><![CDATA[colleen macklin]]></category>
		<category><![CDATA[dissertation]]></category>
		<category><![CDATA[greg trefry]]></category>
		<category><![CDATA[indiecade]]></category>
		<category><![CDATA[mathieu castelli]]></category>
		<category><![CDATA[nathalie pozzi]]></category>
		<category><![CDATA[reality ends here]]></category>

		<guid isPermaLink="false">http://blog.remotedevice.net/?p=6399</guid>
		<description><![CDATA[Featuring Mathieu Castelli, Nathalie Pozzi, Greg Trefry, Chris Weed, and me. Moderated by Colleen Macklin.</a>...]]></description>
			<content:encoded><![CDATA[<p><iframe width="635" height="357" src="http://www.youtube.com/embed/2t5RZLaNp2g?fs=1&#038;feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>Featuring Mathieu Castelli, Nathalie Pozzi, Greg Trefry, Chris Weed, and me. Moderated by Colleen Macklin.</p>
]]></content:encoded>
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		<title>Using location data to predict where people will be, when they will be there, and who they will be there with</title>
		<link>http://remotedevice.net/blog/using-location-data-to-predict-where-people-will-be-when-they-will-be-there-and-who-they-will-be-there-with/</link>
		<comments>http://remotedevice.net/blog/using-location-data-to-predict-where-people-will-be-when-they-will-be-there-and-who-they-will-be-there-with/#comments</comments>
		<pubDate>Thu, 24 Nov 2011 22:09:25 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[jyotish]]></category>
		<category><![CDATA[long vu]]></category>
		<category><![CDATA[mobile media]]></category>
		<category><![CDATA[prediction]]></category>
		<category><![CDATA[surveillance]]></category>

		<guid isPermaLink="false">http://blog.remotedevice.net/?p=6397</guid>
		<description><![CDATA[Never mind the increasingly ubiquitous surveillance-by-smartphone of where people are. Next up is keeping</a>...]]></description>
			<content:encoded><![CDATA[<p>Never mind the increasingly ubiquitous surveillance-by-smartphone of where people <em>are</em>. Next up is keeping track of where they <em>will be</em>. University of Illinois researchers <a href="http://illinois.academia.edu/LongVu">Long Vu</a>, Quang Do, and Klara Nahrstedt have prototyped a system that analyzes the movements of people on the U of Illinois campus, then makes predictions about their future movements and social contacts:</p>
<blockquote><p>The constructed model is able to answer three fundamental questions: (1) where the person will stay, (2) how long she will stay at the location, and (3) who she will meet.</p>
<p>In order to construct the predictive model, Jyotish includes an efficient clustering algorithm to cluster Wifi access point information in the Wifi trace into locations. Then, we construct a Naive Bayesian classifier to assign these locations to records in the Bluetooth trace and obtain a fine granularity of people movement. Next, the fine grain movement trace is used to construct the predictive model including location predictor, stay duration predictor, and contact predictor to provide answers for three questions above. Finally, we evaluate the constructed predictive model over the real Wifi/Bluetooth trace collected by 50 participants in University of Illinois campus from March to August 2010. Evaluation results show that Jyotish successfully constructs a predictive model, which provides a considerably high prediction accuracy of people movement. (<a href="http://www.sciencedirect.com/science/article/pii/S1574119211001167">ScienceDirect</a>)</p></blockquote>
<p>Full paper <a href="http://illinois.academia.edu/LongVu/Papers/568408/Jyotish_A_Novel_Framework_for_Constructing_Predictive_Model_of_People_Movement_from_Joint_Wifi_Bluetooth_Trace">here</a>.</p>
<p>Via <a href="http://www.newscientist.com/article/mg21228405.900-presocial-network-finds-you-friends-in-your-hangouts.html">New Scientist</a>.</p>
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		<title>Address is Approximate</title>
		<link>http://remotedevice.net/blog/address-is-approximate/</link>
		<comments>http://remotedevice.net/blog/address-is-approximate/#comments</comments>
		<pubDate>Thu, 24 Nov 2011 21:01:41 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[google]]></category>
		<category><![CDATA[stop motion]]></category>
		<category><![CDATA[street view]]></category>

		<guid isPermaLink="false">http://blog.remotedevice.net/?p=6394</guid>
		<description><![CDATA[Like Toy Story, but for graphic designers. Via Flowing Data.</a>...]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/32397612" width="635" height="357" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p>Like <em>Toy Story</em>, but for graphic designers. Via <a href="http://flowingdata.com/2011/11/24/touching-google-streetview-stop-motion/">Flowing Data</a>.</p>
]]></content:encoded>
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		<title>Engine 29 “pop-up arts journalism lab” pays a visit to the @scareality Game Office</title>
		<link>http://remotedevice.net/blog/engine-29-%e2%80%9cpop-up-arts-journalism-lab%e2%80%9d-pays-a-visit-to-the-scareality-game-office/</link>
		<comments>http://remotedevice.net/blog/engine-29-%e2%80%9cpop-up-arts-journalism-lab%e2%80%9d-pays-a-visit-to-the-scareality-game-office/#comments</comments>
		<pubDate>Mon, 14 Nov 2011 18:51:08 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[doug maccash]]></category>
		<category><![CDATA[engine 29]]></category>
		<category><![CDATA[game office]]></category>
		<category><![CDATA[reality ends here]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://blog.remotedevice.net/?p=6372</guid>
		<description><![CDATA[Doug MacCash of the New Orleans Times-Picayune caught this footage of me talking about Reality Ends Here when</a>...]]></description>
			<content:encoded><![CDATA[<p><object width="555" height="416"><param name="movie" value="http://www.youtube.com/v/_6jtK33Ptmk?version=3&#038;feature=oembed"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><param name="wmode" value="opaque"></param><embed wmode="opaque"  src="http://www.youtube.com/v/_6jtK33Ptmk?version=3&#038;feature=oembed" type="application/x-shockwave-flash" width="555" height="416" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><a href="http://blog.nola.com/dougmaccash/index.html">Doug MacCash of the New Orleans Times-Picayune</a> caught this footage of me talking about <a href="http://reality.usc.edu">Reality Ends Here</a> when he and several other brilliant <a href="http://engine29.org">Engine 29</a> Annenberg Fellows paid a visit to the Game Office. Also included in this video: über-player <a href="http://reality.usc.edu/members/willcher">Will Cherry</a>, newly-minted player <a href="http://reality.usc.edu/members/celinelam/">Celine Lam</a> and footage from the excellent music video Deal, <a href="http://reality.usc.edu/deals/space-bound/">Space Bound</a>.</p>
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		<title>The secret #scareality experience at #diydays</title>
		<link>http://remotedevice.net/blog/the-secret-scareality-experience-at-diydays/</link>
		<comments>http://remotedevice.net/blog/the-secret-scareality-experience-at-diydays/#comments</comments>
		<pubDate>Mon, 31 Oct 2011 04:11:06 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[conferences]]></category>
		<category><![CDATA[diy days]]></category>
		<category><![CDATA[lance weiler]]></category>
		<category><![CDATA[los angeles]]></category>
		<category><![CDATA[reality ends here]]></category>

		<guid isPermaLink="false">http://blog.remotedevice.net/?p=6333</guid>
		<description><![CDATA[Thanks to Lance Weiler and the rest of the DIY Days crew for helping us run a “bite-sized” version of Reality</a>...]]></description>
			<content:encoded><![CDATA[<a href="http://remotedevice.net/wp-content/uploads/2011/10/IMG_0035.jpg"><img class="alignnone size-large wp-image-7564" title="IMG_0035" src="http://remotedevice.net/wp-content/uploads/2011/10/IMG_0035-768x1024.jpg" alt="" width="768" height="1024" /></a>

Thanks to <a href="http://twitter.com/lanceweiler">Lance Weiler</a> and the rest of the <a href="http://diydays.com">DIY Days</a> crew for helping us run a “bite-sized” version of <a href="http://reality.usc.edu">Reality Ends Here/SCA Reality</a> at this year’s conference.

The game as we ran it was very lightweight. We kicked things off by announcing in the conference program that a secret experience was afoot. We then left little black cards bearing the game logo in various locations around the venue. Everyone who knew about the game — initially just me, my co-designer <a href="http://simonwiscombe.com">Simon Wiscombe</a>, and a handful of others — wore small pins bearing the game logo. Gradually, attendees noticed the logos and asked us what was going on. Doing so earned them special packets of game cards — and pins of their own. During the rare intervals in what was an extremely busy and inspiring event, we spotted attendees experimenting with different card arrangements and brainstorming project ideas.

<a href="http://remotedevice.net/wp-content/uploads/2011/10/IMG_0042.jpg"><img src="http://remotedevice.net/wp-content/uploads/2011/10/IMG_0042-1024x768.jpg" alt="" title="IMG_0042" width="1024" height="768" class="alignnone size-large wp-image-7565" /></a>

<p>The <a href="http://reality.usc.edu/diydays">winning entry</a> from the experience will be used as a special challenge for players of the real game at USC. We will post their work as soon as it is available and share it on the #diydays hashtag.

Congratulations to the winners, and thanks to all those who played!</p>]]></content:encoded>
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		<title>Henry Jenkins interviews me about Reality Ends Here</title>
		<link>http://remotedevice.net/blog/henry-jenkins-interviews-me-about-reality-ends-here/</link>
		<comments>http://remotedevice.net/blog/henry-jenkins-interviews-me-about-reality-ends-here/#comments</comments>
		<pubDate>Fri, 14 Oct 2011 17:51:04 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[arg]]></category>
		<category><![CDATA[dissertation]]></category>
		<category><![CDATA[henry jenkins]]></category>
		<category><![CDATA[reality ends here]]></category>
		<category><![CDATA[sca]]></category>
		<category><![CDATA[simon wiscombe]]></category>
		<category><![CDATA[tracy fullerton]]></category>
		<category><![CDATA[transmedia]]></category>
		<category><![CDATA[usc]]></category>

		<guid isPermaLink="false">http://blog.remotedevice.net/?p=6321</guid>
		<description><![CDATA[Special thanks to Henry Jenkins for conducting a wide-ranging two-part interview with Simon Wiscombe, Tracy</a>...]]></description>
			<content:encoded><![CDATA[<p><a href="http://remotedevice.net/wp-content/uploads/2011/10/Screen-Shot-2012-01-05-at-2.10.27-AM.png"><img src="http://remotedevice.net/wp-content/uploads/2011/10/Screen-Shot-2012-01-05-at-2.10.27-AM.png" alt="" title="Screen Shot 2012-01-05 at 2.10.27 AM" width="367" height="516" class="alignright size-full wp-image-7553" /></a>Special thanks to Henry Jenkins for conducting a wide-ranging two-part <a href="http://henryjenkins.org/2011/10/a_virtual_bullpen_how_the_usc.html">interview</a> with <a href="http://simonwiscombe.com">Simon Wiscombe</a>, <a href="http://tracyfullerton.com/">Tracy Fullerton</a>, and me about my dissertation project, <a href="http://reality.usc.edu">Reality Ends Here</a> (A.K.A. SCA Reality, &#8220;The Game&#8221;, etc):</p>
<blockquote><p>All of this cloak and dagger stuff was part of an innovative game &#8212; an Alternate Reality Game of sorts &#8212; which is being conducted amongst the entering Cinema School undergraduates this year. If my own experiences are any indication, the game is proving to be enormously successful at getting students involved, excited about entering the Cinema School, more aware of its resources, more connected to its faculty, more engaged with its research, more connected across different divisions. It is also getting them involved in collaborative and production like activities than most entering students who have had to wait for a bit before they would be allowed to take production classes. I&#8217;ve seen lots of discussion over the past few years about the potentials of using ARGS for pedagogical purposes. But, this is the first time I&#8217;ve seen such a large scale experiment in integrating ARG activities across an entire school to orient entering students to a program and to serve a range of instructional goals. The passion the game is motivating in USC students is palpable. And I can tell you that many of the faculty, who have gotten pulled into the game through one play mechanic or another, are feeling a real pride in their school for its willingness to embrace this kind of experimentation and innovation. (<a href="http://henryjenkins.org/2011/10/a_virtual_bullpen_how_the_usc.html">henryjenkins.org</a>)</p></blockquote>
<p><a href="http://henryjenkins.org/2011/10/a_virtual_bullpen_how_the_usc.html">Read the full interview.</a></p>
<p>More info on the game <a href="http://remotedevice.net/projects/reality/">here</a>.</p>
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		<title>Reality@IndieCade</title>
		<link>http://remotedevice.net/blog/realityindiecade/</link>
		<comments>http://remotedevice.net/blog/realityindiecade/#comments</comments>
		<pubDate>Mon, 10 Oct 2011 17:40:17 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[dissertation]]></category>
		<category><![CDATA[indiecade]]></category>
		<category><![CDATA[reality ends here]]></category>
		<category><![CDATA[sca]]></category>

		<guid isPermaLink="false">http://blog.remotedevice.net/?p=6305</guid>
		<description><![CDATA[Special thanks to the IndieCade organizers for asking us to appear at this year&#8217;s festival, and to all</a>...]]></description>
			<content:encoded><![CDATA[<a href="http://remotedevice.net/wp-content/uploads/2011/10/IMG_0964.jpg"><img src="http://remotedevice.net/wp-content/uploads/2011/10/IMG_0964-768x1024.jpg" alt="" title="IMG_0964" width="768" height="1024" class="alignnone size-large wp-image-7576" /></a>

<p>Special thanks to the IndieCade organizers for asking us to appear at this year&#8217;s festival, and to all the players from the &#8220;real&#8221; game who showed up and helped make Deals with the general public.</p>
]]></content:encoded>
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		<title>Embedded papercraft objects are better than embedded digital objects</title>
		<link>http://remotedevice.net/blog/embedded-papercraft-objects-are-better-than-embedded-digital-objects/</link>
		<comments>http://remotedevice.net/blog/embedded-papercraft-objects-are-better-than-embedded-digital-objects/#comments</comments>
		<pubDate>Thu, 15 Sep 2011 02:47:20 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[augmented reality]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[locative media]]></category>
		<category><![CDATA[papercraft]]></category>
		<category><![CDATA[scotland]]></category>

		<guid isPermaLink="false">http://blog.remotedevice.net/?p=6285</guid>
		<description><![CDATA[Responsibility has yet to be claimed for the beautiful papercraft sculptures that have mysteriously popped</a>...]]></description>
			<content:encoded><![CDATA[<p><a href="http://remotedevice.net/wp-content/uploads/2011/09/Screen-Shot-2012-01-05-at-2.07.59-AM.png"><img src="http://remotedevice.net/wp-content/uploads/2011/09/Screen-Shot-2012-01-05-at-2.07.59-AM.png" alt="" title="Screen Shot 2012-01-05 at 2.07.59 AM" width="442" height="488" class="alignnone size-full wp-image-7550" /></a></p>
<p>Responsibility has yet to be claimed for the <a href="http://community.thisiscentralstation.com/_Mysterious-paper-sculptures/blog/4991767/126249.html">beautiful papercraft sculptures</a> that have mysteriously popped up in Scottish libraries and arts centers, each accompanied by notecards featuring the Twitter handles of relevant authorities or personalities. </p>
<p>Tangible artifacts like these have so much presence. It&#8217;s hard to imagine augmented reality objects ever having this kind of impact. </p>
<p>This project is a great example of how &#8220;embedded&#8221; media objects and an active engagement with technology and network culture doesn&#8217;t always need to depend on glyphs, bar codes, scanners, cameras, or smartphones &#8212; as cool as all those things are. </p>
<p>Just because we <em>can</em> do something 100 percent digitally doesn&#8217;t mean that we <em>should</em>. All media forms are tools in the transmedia artist&#8217;s toolbox, and every tool has its place. How much less effective would these sculptures be if they had been objects that you needed to download <a href="http://www.layar.com/">Layar</a> or some other AR app in order to view? How much less presence would they have? How much less mysterious and thought-provoking would they be?</p>
<p>Yes, it&#8217;s true, AR people: embedded papercraft objects are better than embedded digital objects.</p>
<p>This is what differentiates the true media artist from the technofetishist. The former adopts whatever medium or combination of media that suits the needs of their project and maximizes impact. The latter always adopts the highest-tech solution, regardless of other options.</p>
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		<title>Inscrutability and data visualization: the lost language of the khipu</title>
		<link>http://remotedevice.net/blog/inscrutability-and-data-visualization-the-lost-language-of-the-khipu/</link>
		<comments>http://remotedevice.net/blog/inscrutability-and-data-visualization-the-lost-language-of-the-khipu/#comments</comments>
		<pubDate>Sat, 16 Jul 2011 21:55:21 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[inca]]></category>
		<category><![CDATA[inscrutability]]></category>
		<category><![CDATA[khipu]]></category>
		<category><![CDATA[knots]]></category>
		<category><![CDATA[language]]></category>
		<category><![CDATA[quipu]]></category>
		<category><![CDATA[visualization]]></category>

		<guid isPermaLink="false">http://blog.remotedevice.net/?p=6132</guid>
		<description><![CDATA[While it has long been understood that the Inca khipu was an advanced thread/cord-based numerical accounting</a>...]]></description>
			<content:encoded><![CDATA[<p><a href="http://remotedevice.net/wp-content/uploads/2011/07/Inca_Quipu.jpg"><img src="http://remotedevice.net/wp-content/uploads/2011/07/Inca_Quipu.jpg" alt="" title="Inca_Quipu" width="625" height="380" class="alignnone size-full wp-image-7546" /></a></p><p>While it has long been understood that the Inca <a href="http://en.wikipedia.org/wiki/Khipu">khipu</a> was an advanced thread/cord-based numerical accounting system, there are tantalizing shreds of evidence suggesting that it was much more &#8212; a singular kind of writing, capable of containing myth and recording history. Unfortunately, in 1583, &#8220;<a href="http://www.slate.com/id/2298567/pagenum/all/#p2">Peru&#8217;s nascent Roman Catholic church decreed that khipus were the devil&#8217;s work and ordered the destruction of every khipu in the former Inca empire</a>.&#8221; This decree spelled the end of the <em>khipumayoc</em>, the Incan caste of writers and readers who alone could decipher the meanings of the khipu&#8217;s intricate knots and finely-woven colored strings.</p>
<blockquote><p>It&#8217;s possible . . . that khipus were actually examples of semasiography, a system of representative symbols—such as numerals or musical notation—that conveys information but isn&#8217;t tied to the speech sounds of a single language, in this instance Quechua. (By contrast, logographic languages such as Chinese and Japanese are phonetic as well as character-based.) The Incas conquered a huge number of neighboring peoples in a short time span, between 1438 and 1532; each of these groups had its own language or dialect, and the Incas wanted to integrate those new territories into their hyperefficient organizational network quickly.</p>
<p>If khipus are examples of semasiography, the obvious next step is to break their code. Nearly a decade ago, Gary Urton, a professor of pre-Columbian studies at Harvard, began the <a href="http://khipukamayuq.fas.harvard.edu/KhipuConstructCords.html">Khipu Database project</a> (KDB), a digitized repository of 520 khipus. (831 khipus are known to exist worldwide.) Urton has argued that khipus contain vastly more information than once believed—a rich trove of data encoded in each cord&#8217;s colors, materials, and type of knot. The KDB may have already decoded the first word from a khipu—the name of a village, Puruchuco, which Urton believes was represented by a three-number sequence much like an Inca ZIP code. If he&#8217;s correct, the system employed to encode information in the khipus is the only known example of a complex language recorded in a 3-D system.  Khipus may turn out to be something like bar codes that could be &#8220;scanned&#8221; by anyone with the proper training. (<a href="http://www.slate.com/id/2298567/pagenum/all/#p2">Salon.com</a>)</p></blockquote>
<p>Separated from the meanings that gave rise to their intricate structures, khipus appear to us not as texts but as abstract textile artworks. However, because we know that their origin is in the representation of data, khipus have a powerful and mysterious presence. A similar experience can be had when we look upon an abstract data visualization: simply knowing that a given visualization is somehow derived from real flows of sensor data or network traffic imbues it with mystery and a patina of inscrutable meaning. No &#8220;legend&#8221; is required to appreciate such works &#8212; indeed, a legend or key can have the effect of lessening the mystery and robbing the viewer of the imaginative act of speculating on the &#8220;meaning&#8221; of the visualization. Perhaps this makes the loss of the khipu&#8217;s secrets a little more tolerable: so long as we cannot read the tangles of their knots and cords, we are free to imagine what they must mean.</p>
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		<title>Posting Anonymously: The Talking Statues of Rome</title>
		<link>http://remotedevice.net/blog/posting-anonymously-the-talking-statues-of-rome/</link>
		<comments>http://remotedevice.net/blog/posting-anonymously-the-talking-statues-of-rome/#comments</comments>
		<pubDate>Fri, 08 Jul 2011 04:40:11 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[anonymity]]></category>
		<category><![CDATA[congregation of wits]]></category>
		<category><![CDATA[google]]></category>
		<category><![CDATA[rome]]></category>
		<category><![CDATA[talking statues]]></category>

		<guid isPermaLink="false">http://blog.remotedevice.net/?p=6124</guid>
		<description><![CDATA[Anonymity affords a kind of honesty and directness that isn&#8217;t always possible when people know who&#8217;s</a>...]]></description>
			<content:encoded><![CDATA[<a href="http://remotedevice.net/wp-content/uploads/2011/07/Pasquino_02.jpg"><img src="http://remotedevice.net/wp-content/uploads/2011/07/Pasquino_02.jpg" alt="" title="Pasquino_02" width="1181" height="886" class="aligncenter size-full wp-image-7542" /></a>
<p>Anonymity affords a kind of honesty and directness that isn&#8217;t always possible when people know who&#8217;s doing the talking. It&#8217;s important to find ways to break free of the tyranny of our real identities. For me, privacy is only a part of the problem on the web. Services like <a href="http://plus.google.com">Google+</a> address the diversity of our social lives, but still tend toward identifiable speech. I wonder what social media would be like if it was optimized to enable users to not only choose who they are posting <em>to</em>, but who they are posting <em>as</em>.</p>
<blockquote><p>The talking statues of Rome (or the Congregation of Wits) provided an outlet for a form of anonymous political expression in Rome. Criticisms in the form of poems or witticisms were posted on well-known statues in Rome. It began in the 16th century and continues to the present day.</p>
<p>The first talking statue was that of Pasquino, a damaged piece of sculpture on a small piazza. In modern times the weathered fragment has been identified as representing the mythical king of Sparta, Menelaus, husband of Helen of Troy, and a major character in the Iliad, holding the body of Patroclus. In 1501, the statue was found during road construction and set up in the piazza; soon after small poems or epigrams critical of religious and civil authorities began to be posted on it. One story of the origin of the statue&#8217;s name, and of its witticisms, is that it was named to honor a local resident named Pasquino. A tailor by trade (in some versions of the story he is a barber or schoolmaster), this man&#8217;s career took him into the Vatican, where he would learn behind-the-scenes gossip. He would then spread this gossip, with acerbic commentary, for the entertainment of friends and neighbors. Upon his death, the statue was named in his honor, and people began posting commentary similar to Pasquino&#8217;s on the statue. (<a href="http://en.wikipedia.org/wiki/Talking_statues_of_rome">wikipedia</a>)</p></blockquote>
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		<title>The Particle Physics Wind Chime</title>
		<link>http://remotedevice.net/blog/the-particle-physics-wind-chime/</link>
		<comments>http://remotedevice.net/blog/the-particle-physics-wind-chime/#comments</comments>
		<pubDate>Sat, 25 Jun 2011 22:03:55 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[babar]]></category>
		<category><![CDATA[jen stein]]></category>
		<category><![CDATA[joshua mcveigh-schultz]]></category>
		<category><![CDATA[matt bellis]]></category>
		<category><![CDATA[particle physics]]></category>
		<category><![CDATA[processing]]></category>
		<category><![CDATA[puck]]></category>
		<category><![CDATA[visualization]]></category>
		<category><![CDATA[wind chimes]]></category>

		<guid isPermaLink="false">http://blog.remotedevice.net/?p=6043</guid>
		<description><![CDATA[Earlier this year, physicist Matt Bellis helped Jen Stein, Joshua McVeigh-Schultz and me to put together</a>...]]></description>
			<content:encoded><![CDATA[<p><a href="http://remotedevice.net/wp-content/uploads/2011/06/Screen-Shot-2012-01-05-at-1.19.03-PM.png"><img src="http://remotedevice.net/wp-content/uploads/2011/06/Screen-Shot-2012-01-05-at-1.19.03-PM.png" alt="" title="Screen Shot 2012-01-05 at 1.19.03 PM" width="298" height="285" class="alignright size-full wp-image-7600" /></a>Earlier this year, physicist <a href="http://www.stanford.edu/group/burchat/cgi-bin/bellis_mediawiki/index.php/Main_Page">Matt Bellis</a> helped Jen Stein, <a href="http://twitter.com/#!/joshuams">Joshua McVeigh-Schultz</a> and me to put together a <a href="http://processing.org/">Processing</a> data visualization for Jen's PUCK project. For Matt, getting us up and running on visualizing a very simple data set was relatively trivial, especially compared to the amazing work he&#8217;s done with the <a href="http://www.stanford.edu/group/burchat/cgi-bin/bellis_mediawiki/index.php/Particle_Physics_Windchime">Particle Physics Wind Chime</a>.</p>
<blockquote><p>Like particle physicists the world over, Bellis is forced to improvise ways to share his research with the public, using whatever comes to hand. He’s animated bristling spheres of particle tracks in sophisticated vector graphics – complete with cool soundtracks. He’s illustrated fundamental relationships between different particle types with Google Docs. Bellis has developed a whole toolbox of methods to help him explain particle physics. Until recently, however, all the tools in his toolbox were visual.</p>
<p>A trained musician, Bellis came up with the idea of rendering the results of particle collisions as sounds. The process of rendering data into sound is known in general as “sonification.” Bellis wanted to sonify data from <a href="http://en.wikipedia.org/wiki/BaBar_experiment">BaBar</a>.</p>
<p>“I had the idea of the BaBar detector as an instrument,” Bellis said, but not one played by human hands. It would be played by the particles gusting through it, like wind through a wind chime.“Think of it,” Bellis said.  “The wind itself makes no sound. You hear the wind if it rustles the leaves in a tree. The motion of the wind itself doesn’t necessarily make a sound. The wind has to interact with something to make noise.” In the same way, “When you have these particles that pass through the detector, they send it ringing, resonating in some way.”Thus was born the idea of the <a href="http://www.stanford.edu/group/burchat/cgi-bin/bellis_mediawiki/index.php/Particle_Physics_Windchime">Particle Physics Windchime</a>: A computer application that could take particle physics data such as particle type, momentum, distance from a fixed point, and so on, and turn it into sound. (<a href="http://www.symmetrymagazine.org/breaking/2011/06/23/an-ear-for-science-the-particle-physics-wind-chime/">Symmetry Breaking</a>)</p></blockquote>
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		<title>Serendipity, ubicomp, and “over-coded smart cities”: an interview with Mark Shepard, creator of Serendipitor</title>
		<link>http://remotedevice.net/blog/serendipity-ubicomp-and-%e2%80%9cover-coded-smart-cities%e2%80%9d-an-interview-with-mark-shepard-creator-of-serendipitor/</link>
		<comments>http://remotedevice.net/blog/serendipity-ubicomp-and-%e2%80%9cover-coded-smart-cities%e2%80%9d-an-interview-with-mark-shepard-creator-of-serendipitor/#comments</comments>
		<pubDate>Tue, 21 Jun 2011 18:47:40 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[architecture]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[mark shepard]]></category>
		<category><![CDATA[navigation]]></category>
		<category><![CDATA[sentient city survival kit]]></category>
		<category><![CDATA[serendipitor]]></category>
		<category><![CDATA[serendipity]]></category>
		<category><![CDATA[ubiquitous computing]]></category>
		<category><![CDATA[urban space]]></category>

		<guid isPermaLink="false">http://blog.remotedevice.net/?p=6027</guid>
		<description><![CDATA[Mark Shepard is an artist, architect and researcher whose post-disciplinary practice addresses new social</a>...]]></description>
			<content:encoded><![CDATA[<p>Mark Shepard is an artist, architect and researcher whose post-disciplinary practice addresses new social spaces and signifying structures of contemporary network cultures. His current research investigates the implications of mobile and pervasive media, communication and information technologies for architecture and urbanism.</p>
<p>His current project, the <a href="http://survival.sentientcity.net">Sentient City Survival Kit</a>, [which includes the iPhone app, Serendipitor] has been exhibited at the Center for Architecture, New York; the International Architecture Biennial Rotterdam, the Netherlands, LABoral Center for Art and Industrial Creation, Gijon, Spain; ISEA 2010 RUHR, Dortmund Germany, and the Albright-Knox Art Gallery, Buffalo, New York.</p>
<p><strong>What was your trajectory into this kind of art practice?</strong></p>
<blockquote><p>I come from a background in Architecture and Media Art, and have been experimenting with alternate trajectories for what has come to be called urban computing for about ten years now. I have always been fascinated with cities and technology, and my practice has emerged out of a curiosity regarding how forms of mobile and embedded, networked and distributed computing can shape our experience of the city and the choices we make there.</p></blockquote>
<p><strong>Most location- and context-sensitive apps are about making things faster and more efficient. <a href="http://www.serendipitor.net/">Serendipitor</a> slows things down and disrupts the flow. Why do you think this is an important thing to do?</strong></p>
<blockquote><p>Computer science and engineering are practices that hold optimization and efficiency as important design challenges. And that&#8217;s all well and good when we&#8217;re talking about relatively instrumental applications of these technologies in urban environments. But artists frame questions in ways scientists and engineers do not, and when considering the implications of these technologies for urban life, one has to wonder what other criteria could be relevant. Who really wants a faster, seamless, more optimal and efficient life?</p></blockquote>
<p><strong>Projects like this are inherently multiple &#8212; even paradoxical. As you write on your <a href="http://www.andinc.org/">website</a> (quoting Deleuze), &#8220;AND is neither one thing nor the other, it&#8217;s always in-between, between two things.&#8221; Why does this kind of instability inspire you?</strong></p>
<blockquote><p>Well, as Deleuze says a little further on in that quote &#8220;it&#8217;s along this line of flight that things come to pass, becomings evolve, revolutions take shape.&#8221; Much of my work looks for ways out of static dichotomies that serve to maintain the status quo. Destabilizing tactics often reveal the more subtle and nuanced forces at play in a given situation, and help open up lines of thinking that can help us move beyond established belief systems.</p></blockquote>

http://vimeo.com/14205766

<p><strong>How have people been using the app? What kind of feedback have you received &#8212; and what kind of data have you gathered?</strong></p>
<blockquote><p>The feedback has been surprisingly positive. People seem to really enjoy the app, and have been using it around the world. Many have suggestions of their own, ideas for new instructions, ways to share their routes, etc. Much of this is anecdotal in nature, however, and I do think that the plural of anecdote is not data.</p></blockquote>
<p><iframe src="http://player.vimeo.com/video/14205709" width="555" height="312" frameborder="0"></iframe></p>
<p><strong>What were you looking for when you set out to design Serendipitor? And what did you end up finding?</strong></p>
<blockquote><p>Serendipitor is one component of a larger project called the Sentient City Survival Kit (<a href="http://survival.sentientcity.net">http://survival.sentientcity.net</a>), a project that explores the implications for privacy, autonomy, trust and serendipity in this highly optimized, efficient and over-coded &#8220;smart&#8221; city heralded by ubiquitous computing evangelists for some time now. With Serendipitor, what started as an ironic proposition &#8211; that in the near-future, finding our way from point A to point B will not be a problem, but maintaining consciousness along the way might be more difficult, and that we would need to download an application for &#8220;serendipity&#8221; from the App Store &#8211; turned out to be quite popular when implemented as an app. I didn&#8217;t expect to find that the irony could be so easily lost in the process!</p></blockquote>
<p><strong>What&#8217;s next &#8212; for you, and for smartphone-enabled humanity?</strong></p>
<blockquote><p>Smartphone-enabled non-humanity, of course. ;-) </p></blockquote>
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		<title>Radiation cats and atomic priesthoods: the Human Interference Task Force</title>
		<link>http://remotedevice.net/blog/radiation-cats-and-atomic-priesthoods-the-human-interference-task-force/</link>
		<comments>http://remotedevice.net/blog/radiation-cats-and-atomic-priesthoods-the-human-interference-task-force/#comments</comments>
		<pubDate>Tue, 21 Jun 2011 07:37:37 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[future]]></category>
		<category><![CDATA[gregory benford]]></category>
		<category><![CDATA[human interference task force]]></category>
		<category><![CDATA[nuclear waste]]></category>
		<category><![CDATA[time]]></category>
		<category><![CDATA[transmedia]]></category>
		<category><![CDATA[yucca mountain]]></category>

		<guid isPermaLink="false">http://blog.remotedevice.net/?p=6011</guid>
		<description><![CDATA[The question of how to mark the places where we store nuclear waste such that people in the distant future won&#8217;t</a>...]]></description>
			<content:encoded><![CDATA[<a href="http://remotedevice.net/wp-content/uploads/2011/06/Yucca_Mountain_2.jpg"><img src="http://remotedevice.net/wp-content/uploads/2011/06/Yucca_Mountain_2.jpg" alt="" title="Yucca_Mountain_2" width="600" height="480" class="aligncenter size-full wp-image-7540" /></a>
<p>The question of how to mark <a href="http://en.wikipedia.org/wiki/Yucca_Mountain_nuclear_waste_repository">the places where we store nuclear waste</a> such that people in the distant future won&#8217;t do things like build towns or nurseries or farms on top or inside of them is one of my favorite transmedia design challenges. It&#8217;s a thought experiment that asks us to imagine a way to communicate with a diverse and unknowable range of cultures and attitudes across a vast gulf of time. Nuclear waste can take upwards of 20,000 years to decay.</p>
<p>Solutions to the problem, such as those proposed by the <a href="http://en.wikipedia.org/wiki/Human_Interference_Task_Force">Human Interference Task Force</a>, a workgroup formed in 1981 by the US government, include the construction of monumental reinforced concrete architectural elements (obelisks, pyramids, and so on, all inscribed with a range of frightening DANGER! symbols), the breeding of super-friendly genetically-engineered cats that change color in the presence of radioactivity, and the establishment of a multi-millennium-scale religious order or &#8220;atomic priesthood&#8221;. </p>
<p>More info: <a href="http://en.wikipedia.org/wiki/Human_Interference_Task_Force">Wikipedia: Human Interference Task Force</a>, <a href="http://www.amazon.com/Deep-Time-Humanity-Communicates-Millennia/dp/0380793466/ref=sr_1_1?ie=UTF8&amp;qid=1308636555&amp;sr=8-1">Deep Time: How Humanity Communicates Across Millennia</a></p>
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