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New Paper: An Internet of Old Things as an Augmented Memory System

By Augmented memory system, Digital Economy, internet of things, Narrative, Papers/Thesis, Publications, QR codes, RFID tags, Semantic web, tales of things 2 Comments

Spinger have published, in Personal and Ubiquitous Computing, a paper by Ralph BarthelKerstin Leder MackleyAndrew Hudson-SmithAngelina KarpovichMartin de Jode and Chris Speed based around our TOTeM/Internet of Things work. Entitled, An Internet of Old Things as an Augmented Memory System, the full abstract and download link are below:


Abstract


The interdisciplinary Tales of Things and electronic Memory (TOTeM) project investigates new contexts for augmenting things with stories in the emerging culture of the Internet of Things (IoT). Tales of Things is a tagging system which, based on two-dimensional barcodes (also called Quick Response or QR codes) and Radio Frequency Identification (RFID) technology, enables the capturing and sharing of object stories and the physical linking to objects via read and writable tags.

Within the context of our study, it has functioned as a technology probe which we employed with the aim to stimulate discussion and identify desire lines that point to novel design opportunities for the engagement with personal and social memories linked to everyday objects. In this paper, we discuss results from fieldwork with different community groups in the course of which seemingly any object could form the basis of a meaningful story and act as entry point into rich inherent ‘networks of meaning’. Such networks of meaning are often solely accessible for the owner of an object and are at risk of getting lost as time goes by. 


We discuss the different discourses that are inherent in these object stories and provide avenues for making these memories and meaning networks accessible and shareable. This paper critically reflects on Tales of Things as an example of an augmented memory system and discusses possible wider implications for the design of related systems.


http://www.springerlink.com/content/v8405w81p2j35451/

Lumion, Unity, Agents & Objects

By 3D Agents, 3D Max, Agent Based Modelling, crowd and delegate, Featured Game Engine, Lumion, Unity One Comment

Crowd, transport and urban simulations are at their roots down to ‘Agents’ or ‘Objects’ that are assigned a set of rules as to how to moves in relation to both the environment and other agents around them. 3D Studio Max has a built in ‘Crowd and Delegate’ system which can be used to assign behaviour and therefore create realistic traffic of pedestrian systems in 3D space.
The movie below displays our first tentative steps to explore emergent behaviour via the introduction of simple rules. The movie starts out with a basic ‘wander’ behaviour where the agents only knowledge is the shape of the surface. Moving on we assign each of our ‘cubes’ (of which we have become quite fond of…) a level of vision so they can see ahead and therefore avoid each other and objects in their environment.

Crowd and Delegates – Emergent Behaviour from digitalurban on Vimeo.

Thirdly, the agents seek a ‘sphere’ which could be viewed as a source of food. While being aware of each other and tweaking the way the cubes move a swarm behaviour emerges. Finally, we introduce competing groups with two priorities, firstly to eat and secondly to stay as a group. The majority choose the group over the food but a couple stray off in search of sustenance and lose the other members.

Previous steps in our visualisation of agent based models are based around a simple flocking examples. This model is an attempt to mimic the flocking of birds, while the resulting motion also resembles schools of fish. The flocks that appear in this model are not created or led in any way by special leader rather, each bird is following exactly the same set of rules, from which flocks emerge.
We have exported the model into 3D Max providing the visualisation below, as ever these are early days but the results seem to run well with 300 ‘birds’ over 1000 frames. The birds are rendered as cubes at the moment for proof of concept:


Flocking in NetLogo exported to 3D Max from digitalurban on Vimeo.

Music “Funkmelon Blooz” (Electronica)
The birds follow three rules: “alignment”, “separation”, and “cohesion”. “Alignment” means that a bird tends to turn so that it is moving in the same direction that nearby birds are moving. “Separation” means that a bird will turn to avoid another bird which gets too close. “Cohesion” means that a bird will move towards other nearby birds (unless another bird is too close). When two birds are too close, the “separation” rule overrides the other two, which are deactivated until the minimum separation is achieved.
The three rules affect only the bird’s heading. Each bird always moves forward at the same constant speed.
If we were using the built in Crowd and Delegate system a true 3D flocking system would be possible, but it would be pure visualisation, by importing via NetLogo you gain access to the raw data and thus spatial analysis is possible. It is also quick to model and provides the best of both worlds – 3d visualisation and complex modelling.
While 3D Max is of use for crowd and particle simulation when it comes to modelling complex systems an external package is required, such as NetLogo. The movie below details our first steps at CASA (home of digital urban) to export a basic traffic model from NetLogo into 3D Studio Max. The import script was written by our new PhD student, Ateen Patel and opens up a vast array of opportunities to both visualise and model the city.

Music by The Tedd-Z Cookbook, Aerodrome (Funky Shuffle Remix)
NetLogo is a cross-platform multi-agent programmable modeling environment that is widely. It is particularly well suited for modeling complex systems developing over time. Modelers can give instructions to hundreds or thousands of independent “agents” all operating concurrently. This makes it possible to explore the connection between the micro-level behavior of individuals and the macro-level patterns that emerge from the interaction of many individuals.(Nation Master Encyclopedia).
How does this relate to the city? The next part is to put in real geographical data and to get the agents movies and reacting to each other on a spatial network, more on that to come. Perhaps using a particle system as per the movie below:
Particles in the City from digitalurban on Vimeo.
All of these models are going into our exhibition space to allow a step by step guide to the principles of agent based modelling. At the moment we are weighing up two options – Unity and Lumion. Our previous trials in Unity are below:
Unity is great, it is a fully featured game engine, however we are also looking at Lumion. Lumion, aimed more at direct visualization, is remarkably easy to learn, the movie below is the result of our first 20 minutes working with Lumion from first load to final output. It is merely proof of concept, but taking the output from Max and dragging into Lumion is refreshingly simply:
We will have more on Lumion in future posts…

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Everyblog needs a ‘cat post’ and 2000 or so posts in we introduce the SkyScrather over on kickstart

The Heights: The Anatomy of a Skyscraper

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The skyscraper is perhaps the most recognizable icon of the modern urban landscape. Providing offices, homes, restaurants, and shopping to thousands of inhabitants, modern skyscrapers function as small cities- with infrastructure not unlike that hidden beneath our streets. At the time of year when your looking for a book on all things urban then The Heights by Kate Ascher, author of The Works: Anatomy of a City provides a great graphic tour through the inner workings of skyscrapers.

Exploring the interconnected systems that make life liveable in the sky Kate provides a unique illustrated view of the development, operation, safety and history of the skyscraper. Just how do skyscrapers sway in the wind, and why exactly is that a good idea? How can a modern elevator be as fast as an airplane? Why are skyscrapers in Asia safer than those in the United States and onwards…. 


Along the way, The Heights introduces the reader to every type of person involved in designing, building, and maintaining a skyscraper: the designers who calculate how weight and weather will affect their structures, the workers who dig the foundations and raise the lightning rods, the crews who clean the windows and maintain the air ducts, and the firefighters-whose special equipment allows blazes to be fought at unprecedented heights. 


More than a technical survey, Ascher’s work is an ode to the most monumental aspect of modern civilization. Full of illustrations and anecdotes, The Heights is a good art style guide for anyone interested in high rises…



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