About the lecture:
For the past three years an RFID Hackers Camp has been organized at the PICNIC conference in Amsterdam. In just five days, hackers, designers & constructors have built amazing interactive installations.
This lecture discusses what it’s like to build these installations in such a short timespan. More specifically we’ll look at ikSpin, a fun cross-over between baseball and frisbee that was developed at this year’s Hackers Camp.
Mark is a Dutchman, residing in Copenhagen. He’s a web hacker by trade, but also likes to do interaction design—though without
touching Photoshop. Currently Mark works on the future of the internet for a startup in London.
Less than 24 hours (due to bad weather conditions) I was in Valencia to join a wrap up meeting for an EU-application in order to create a joint European Masters called Future Forms and Applications of Ludic Interfaces with Salford University, Manchester/ UK, UfG Linz/ AT, Universidad Politécnica de Valencia/ ES, University of Potsdam/ D, Södertörn University/ SE.
Sweden was not going to participate in the application as a full member but that we started working on a collaboration amongst other aspects in regard to distance teaching/teleteaching. And as a non gamer but enthusiastic homo ludens I was very happy to have the opportunity to participate to this application. Work done. And then …
L’Agence Exécutive Education, “Audiovisuel & Culture” (EACEA)confirm that the application for European Masters Development Ludic Interfaces (Salford, Linz, Valencia, Potsdam – with satellite partners in Huddinge and Tallinn) has been sent in in time and will now be asssessed.(Total Budget of Euros 399,184.00)and the application reference is 503951-LLP-1-2009-1-UK-ERASMUS-ECDCE
Mathias would like to thank the development team for their great work, and particularily Kate Jones from University of Salford for many hours spent on the application.
Hope to see you all soon to get into phase 2 (fingers crossed).
… mission accomplished!
Mathias wrote on 26th of July:
Dear Arina and Mauri,
I have good news: we won the bid for developing the Ludic Interfaces programme.
I am very happy and am looking forward to developing the programme. Even though you are so far satellite partner and not directly troubled with administration and delivery, I would be super-keen on continuing our collaboration in the matter. Let’s think about how we can get further with our plans. It was such a good start to have Arina in Valencia when we did the content discussions and we should get together soon to brainstorm of how to go on …
If you are interested in getting more information about the project MA in Ludic Interfaces programme development (Potsdam, Salford, Linz, Valencia, and Huddinge as associated partner) please take a look at
So thank you Mauri and Jon introducing me to this project, we are looking forward for a new phase in our collaboration in which Media technology department at Södertörn University can participate. And thank you Maria for your hospitality.
Mauri Kaipainen, Professor Media Technology, Södertörn University
Multi-perspective media. Applications of spatial ontologies
Spatial ontologies (ontospaces) constitute a way of structuring content metadata so as to allow a range of intelligent media technologies, including a story that is told to you in the way you love (or hate) to hear it, content that structures itself to match your priorities, and a discussion that automatically teams you up with those that agree (or disagree) with you. The concept also builds bridges between cognitive
regularities, cortical order and Kantian philosophies.
Lars Erik Holmquist, Professor Media Technology, Södertörn University
Grounded Innovation for Future Applications
Innovation is about more than just new ideas; to be successful, an innovation has to be adopted by users and play a meaningful role in their life. Grounded innovation tries to balance the search for new inventions with careful inquiry into human practices. We have used this approach to develop a number of new applications and digital artifacts. For instance, the Context Camera is a novel digital camera that takes pictures where the visual appearance are affected by the surrounding sound and movement. GlowBots are small autonomous robotic pets that encourage long-term explorative interaction. These designs were driven by a combination of technical and conceptual invention, while at the same time they were grounded in inquiry into unusual user groups.
Construction and normalisation of gender online among young people in Estonia and Sweden
The aim the project is to study how gender is created, expressed and normalized in online environments among young people (age 10 to 14 years old) in Estonia and Sweden. Furthermore, we will study what meaning this creation of identity has in their everyday life.
We will study the following three themes:
a. How gender is expressed and normalized in online environments?
b. What meanings has the online construction of gender, for the young in their everyday life?
c. How do young people use media technology tools to complement verbal and written expressions in the shaping of the personal self?
These themes are intertwined with the three sub-projects of the research project: A media critical analysis of the self-presentation images of young people online; an interview study with young people, and; how young people use media technologies in an act of shaping of the self. By this, we want to unite empirical research with more practical parts, where the informants also becomes partners in the research process.
Theoretically, the research projects builds upon intersectionalist theories. Coupled with theories emanating from the sociology of childhood studies, this will give us a basis for a comparative analysis of how experiences from the Internet are interwoven with experiences from the physical reality, in the construction of gender among young people in Estonia and Sweden.
Konstruktion och normalisering av genus online bland unga i Estland och Sverige
Projektets övergripande syfte är att studera hur genus skapas, uttrycks och normaliseras i onlinemiljöer bland unga människor (10-14 år) i Estland och Sverige. Syftet är vidare att se vilken betydelse detta identitetsskapande har i deras vardagsliv.
Vi kommer att studera följande tre tematiker
a. Hur uttrycks och normaliseras genus online bland unga?
b. Vilka betydelser har konstruktioner av genus online bland unga i deras vardag?
c. Hur använder unga medietekniska redskap för att komplettera verbala och skriftliga berättelser vid gestaltning av den egna personen?
vilka är nära knutna till forskningsprojektets tre delprojekt: En mediekritisk analys av ungas självpresentationsbilder online; en intervjustudie med unga, samt; hur unga brukar medietekniska redskap i en gestaltningsprocess. Vi vill med detta upplägg förena en empirisk forskning med mer praktiska medietekniska inslag där de unga blir medforskare.
Teoretiskt bygger projektet på en intersektionalistisk teori, vilken tillsammans med barndomssociologisk teori ger en grund för komparativ analys av hur erfarenheter från Internet sammanflätas med erfarenheter från den fysiska verkligheten i konstruktionen av genus bland unga i Estland och Sverige.
Deltagare i projektet är: docent Patrik Hernwall (projektledare); lektor Kristina Abiala, Södertörns högskola, samt från Tartu universitet lektor Andra Siibak.
Finding Information: Behavior from Early Hominids to the Web
Amanda Spink, professor in Information Science at Queensland University of Technology, Australia, is givning an open lecture at the Department of Media Tehcnology at the School of Communication, Media and IT at Södertörn University.
When? Monday March 30, at 15-17
Where? Room MC 424, Moas båge, Södertörn University, Campus Flemingsberg