1.Brief description
Pervasive computing will enhance and enrich the content creation activities of people by capturing and expressing their daily activities by means of sensors or various forms of displays embedded in the environment, through user interfaces or by Web applications.
We expect attendees with backgrounds of not only pervasive computing but also information design, social science, workshop facilitators and creators.
In order for participants to interact actively by experiencing content creation activities supported by pervasive computing, whole workshop is designed as a content creation “workshop” which begins with “ice breaks” and includes creative discussion lead by facilitators.
Demonstrations as well as support systems deployed for the workshop are highly welcome.
2.Background and Motivation
This is the second workshop following the first workshop of content creation activity support by networked sensing (CCASNS08, http://www.mediaexprimo.jp/CCASNS/) This workshop will invite researchers and practitioners working in the areas of networked sensing and pervasive computing. We will discuss recent state-of-the-art work on cyberspace content creation and the implementations of psychological theories of content creation in the pervasive computing field.
The detailed background and motivation is given below.
Humans have been involved in creative activities for eons: drawing pictures on walls in caves and creating pots decorated with various patterns. Various creative tools have been developed: paintbrushes, chisels, canvas, and so on. Human creations have been distributed worldwide, and creative techniques and tools have both evolved.
Various new creations have arisen from worldwide interactions. Recently, digital creative tools and created content supported by the use of computers and the Internet have been becoming popular. Not only due to the potential of creative tools but also the speed and scope of the distribution of creations have increased dramatically.
With the evolution of these technologies, User Generated Content (UGC) has received much attention worldwide. Simply put, UGC refers to content that is created by ordinary people, not by, for instance, professional artists or journalists. At Wikipedia, Q&A sites, and social bookmarking sites, huge masses of useful content are being created collectively through the efforts of many people. Such a process is often called ‘collective intelligence’ or the ‘wisdom of crowds’. Numerous visual works are being uploaded to YouTube or Flickr. And new content is being stimulated by other creations. Fischer has designated such creativity as ‘social creativity’, which is caused by interactions among people.
Pervasive computing with networked sensing and mobile/ubiquitous interaction is expected to help us create various kinds of content based on our daily life activities. Networked sensing encompasses not only real-world sensing technologies such as those found in tangible/mobile interfaces or ubiquitous computing, but also cyberspace mining technologies such as those used for webspaces or social networking services. And people are empowered to express themselves and their feelings in various forms by mobile/ubiquitous interaction: text (e.g., journals and poetry), images (e.g., drawings, computer graphics and photographs), sounds (e.g., clapping, singing, playing musical instruments), videos (e.g., video-blogs of daily life) or combinations of these media with various annotations.
3.Workshop Objectives
Sensor data mining and pattern recognition are important technologies for recognizing user activities or conditions, such as their interests and social networks, and the subsequent adding of annotations to such content. The design of online spaces for creating communities will also influence users’ motivations and incentives. Combining virtual spaces and real-world workshops will accelerate content-creation activities by supporting users as they learn various expression methodologies. Users will be stimulated by the content of others and will create content collaboratively. Cultural programs, which shape user activities from the perspective of a media society, will actively support sustainable content creation.
In this workshop attendees will share their backgrounds and discuss how content-creation activities will be supported by pervasive computing including networked sensing, cyberspace, real-world workshops and cultural programs. Demonstrations as well as support systems deployed for the workshop itself are highly welcome.
Topics of interest include, but are not limited to, the following:
- Networked Sensing for user activity sensing
- Various sensor types
- Sensor networking and databases
- Sensor data integration, mapping or visualization
- Sensor data mining
- Mining, aggregation and integration of spatial and temporal data
- Stream data processing and mining
- Web mining
- Text mining, language processing, extraction of information from the Web
• Support systems for creative activities
- Support for music, image, or video creation
- Location-based services and geographic information systems
- Experiments and case studies of deployment or sensor networks
- Design of cyber or real-world activities
- Cultural programs and workshop programs
- User Study and analysis for better system design
- Cultural probes
- Participatory design
- Ethnography and video-based analysis
4.Format
All attendees are required to submit research interests and expectations for this meeting to the workshop’s cyberspace and interact among participants beforehand. Attendees will be selected by the program committee and organizers. After an ice-breaking introduction, we will have interactive activities with discussions and exercises on specific topics that the participants vote for. The participants will be encouraged to set up their online or onsite systems for the workshop.
Preliminary schedule
- 9:00- 9:10 Opening Remarks
- 9:10- 10:30 Round table introduction of each participants’ work (“ice breaking”)
- - Content Creation
- - User devices and data mining
- - Web applications
- 10:30-10:45 Coffee break
- 10:45-12:00 Interactive exercises I – General introduction -
- Chief Facilitator: Takeshi Sunaga
- Manager: Yuta Tsuruga
- Floor Facilitators: Tom Hope, and Organizers
- 12:00-13:30 Lunch break and networking
- 13:30-14:45 Interactive exercises II – First trial -
- 14:45-15:00 Coffee break
- 15:00-16:40 Interactive exercises III – Second trial and reflection -
- 16:40-17:00 Closing discussion
- 17:30-onward Dinner and further networking opportunities
5.Workshop committee
Workshop organizing committee:
- Miwa Fukino, Panasonic Corporation, Japan
- Sri Kurniwan, University of California Santa Cruz, USA
- Takeshi Sunaga, Tama Art University and CREST, JST, Japan
- Satoshi Kurihara, Osaka University and CREST, JST, Japan
- Takuichi Nishimura, AIST and CREST, JST, Japan
Workshop program committee:
- Koichi Hori, The University of Tokyo and JST, CREST, Japan
- Yuta Tsuruga, Tama Art University and JST, CREST, Hachioji, Tokyo, Japan
- Kosuke Numa, The University of Tokyo and JST, CREST, Japan
- Kouichirou Eto, AIST and JST, CREST, Japan
- Masahiro Hamasaki, AIST and JST, CREST, Japan
- Shin Mizukoshi, The University of Tokyo and JST, CREST, Japan
- Tom Hope, AIST and JST, CREST, Japan
- Yasuyuki Sumi, University of Kyoto, Japan
- Yoshiyuki Nakamura, AIST and JST, CREST, Japan
- We will invite more
6.Introduction of Organizers
- Miwa Fukino, Panasonic Corporation, Japan
Her research interests are human machine interface, music information science, and neural processing for music and emotion in the brain. She has developed authoring system for multimedia contents, and has created first-ever titles for brand-new hardware which entered into the market in the world (DVD-Video, DVD-Audio, Multimedia game machine, etc.). She is in the research and development department of Panasonic Corporation.
- Sri Kurniwan, University of California Santa Cruz, USA
http://www.soe.ucsc.edu/~srikur/
Her primary research interest can be described as HCI for people with special needs. Specifically, her research focuses in three main areas:
- - Developing a series of theories to predict how older persons and people with disabilities interact with computers and their applications (including the Internet)-and developing artifacts to validate those theories/models.
- - Developing theory-driven systems that alleviate functional limitations experienced by young children, older persons, people with disabilities, and people in extraordinary circumstance (e.g., people whose first language is not English needing to access English websites).
- - Evaluating existing or designed artifacts with people with special needs (in a controlled experiment or in context) to observe usability problems, and user behaviour and attitude, for the purpose of gaining a truer and deeper understanding of the problems experienced by these people.
- Satoshi Kurihara, Osaka University and CREST, JST, Japan
http://www.ai.sanken.osaka-u.ac.jp/~kurihara
His research interest is multi-agent, complex network, and sensor-networks. He is a senior member of editorial board of The Japanese Society for Artificial Intelligence (JSAI), and associate professor of architecture for intelligence lab in the division of intelligent systems science, the institute of scientific and industrial research (ISIR), Osaka university.
- Takuichi Nishimura, AIST and CREST, JST, Japan
http://staff.aist.go.jp/takuichi.nishimura/
His basic research interest is pattern recognition, networked sensing, and music information science. Furthermore he is interested in real world based systems such as CoBIT -A Compact Battery-Less Information Terminal for Real World Interaction –(PERVASIVE 2004, Springer LNCS 3001, pp.124-139) or Topology estimation (A Method for Estimating Position and Orientation with a Topological Approach using Multiple Infrared Tags,'' In Proc of International Conference on Networked Sensing Systems (INSS2007), pp.187-195). He is also a sub-leader of media exprimo project.
References
- CCASNS
- Media Exprimo
- INSS2008
- Gerhard Fischer. Distances and diversity: Sources for social creativity. In Proceedings of the Creativity & Cognition conference (CC2005), 2005.
- A. H. Maslow: A Theory of Human Motivation, Psychological Review, 50, 370-396(1943).