Beauty of Collaboration summit notes
what was this all about (from sara's intro):
individual - social in the framework of innovation
online gaming, copyright, sharing, science and art collaborations, never ending collaborations and completed works
language, aesthetic values, tools for and of collaboration, social processes and methods to deal with them
evaluation of collaboration
Do artists and arts administrations tend to return to the lone artist genious in the times of a identity crisis?
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What is the role of a moderator in a collaboration?
How do our identities change in a collaboration, through cohesion with others
Edward
http://isis.duke.net
problems in tech-art collaborations: engineers dont perceive working w/artists as a thing that can advance their carreer
advantages in tech-art collaborations: solving tech problems in real life situations is a good thing for both art and engineering
teaching art history in art and technology is problematic - no methodology to extract meaning from using technology in artistic production
Sara
what are the collaborative models for networked media (eg. Encart, ECB –> maja's side note –> there are too many networks of networks in the EU - by the time they get funded there is not much money left for the actual development!)
collaborative groups need collective memories, that sometimes function as perpetual archives of loss; they need reassigning of historical roles
speaking a language of spiders - listservs: debate to the point of exhaustion
lots of examples collaborative works: demo scene, negative land, mongrel, lincos, irrational, rtmark, infrasonic, potatoland…. –> what do these people share in a collaboration (language, memory, joke, religion, funding, play…)
how lasting is a collaborative space if it exists in a critical anti-social realm
rights are context driven
Nina and Chris
location + distance based collab.
janet abrams
develop public design (interconnections between design (everything) and other disiplines) design as lingua fraca for underlying fields.
knowledge mapping
interdisciplinary workshops + symposia
innovative learning environments
individual fellowship projects
publications
knowledge maps
books
websites
tv programs
current projects
“i pissed in your helmet” ben coode-adams + kris cohen
collaboration often begins with the assumption of a divide, are there other starting points?
scientific collaboration. CoLab + WestGrid
colab. i sembedded in sci. investigation scientists + mathemeticians have rich history of correspondence
WestGrid collaboration + visualisation to serve communities of 100s scientists, mathemticians, etc+. process of establishing the collaboration a major collaboraiton in itself
CoLab is a space for aiding + observing math + sci (remote) collab.
poorly desgned tech. can be an active impediment
local
remote
mixed
some of us here
some of us there
mobile
f2f
f2f with tech
remote
remote with tech.
cacophony of the commons
collab. is like breathing
moderation as mother of invention
session3. art+sci collab.
new media provides a common ground between art, sci + tech.
similarities
differences
problem solving methods
aesthetics
collab. leads to new ideas, forms of activity, forms of communication, methods, devices, etc
E.A.T projects which involve sci. invention
Robert Rauschenberg 'the oracle' → radio tuner dial
Andy Warhol → helium baloons
Lucinda Childs → dopler radar
intel sponsored; emergence, http://emergence.design.ucla.edu
lyn bartram. CoLab
learning about how scientists work together. dev. enabling technology
models of sci. collab
peer to peer
interdisciplinary
producer-consumer
interdiscp. but sequentially dependant
results of one study used as an input of another
wide gap between motivations professional contact may be limited
shared representations
collaborative visualisation
advantaged well established,
what happens with a shared vis. between location, devices, etc
distributed control?
hardware
SMARTBoard, network, video conferencing, dv capture + annotation, whiteboard, paper, markers.
soft.
viztoolkists + shared tool kits
stanford iROS (interactove room operating sytem) collect + display workspaces
math toolkits, maple, interactive dictionaries
Pierre Boulanger. http://www.cs.ualberta.ca/ammi
human centred automation, WestGrid overview
edward shanken - duke/isis
sarah diamond - banff bnmi
MIT press - context creators
“speaking the language of spiders” circular narative, memory + cultural apropriation
LINCOS - commuity tech. project in costa rica
what is it we share during collab.?
incite > http://www.soc.surrey.ac.uk/incite/
alok
collab-play, pleasure
architect. space of possibilities
humans play with humans
children in utopian spaces
name the unnamed:
transfiction.net
alterface
fluxtopia
fluxographies
space in japanese cinema
function of its own nature (french cinema)
creation-consumption continuum
Satzajit Ray - book -allowing to discover a universe
tagore -song, light, audience
urbicande-la-neuve
obscure balade
uthopeia
saline royale
consumption -ugly name
across space/time
boundary subject (artist, company director…)
cuisine of collaboration (organic reorganisation of making objects of desire)
dont forget to enjoy
roel
social dynamics between humans and computers
saul
video conferencing under linux - ISABEL
SAT overview
ron baecker
NECTAR knowledge media desing group
network for effective collaboration technologies thru advanced research
groupware oft suceed in areas where colab. is otherwise possible groupware usually fails when it does not support complex/subtle interaction that make realwork natural, effient.
vision: world class research on tech + social issues to make comp-supported collab. more productive + more natural
knowledge media design the design of (digital) technologies, artifacts and systems intended to enhancs human thinking, creativity, lwaning, communication and collabortation
indivduual vs. collab. tech knowledge media can be intended for use by individuals, groups. can fullfil both roles.
3 locales (to explain local/remote distinctions + working methods)
workroom
presentation
commons
(personal workspace)
commons
how ppl maintain a communal awareness
capturing + presenting awareness
mitigating privacy concerns
workroom
presentation room
understanding context
scalability, acess + engagement
content mgmt, info access
tech. integration + evaluation
main presentation system for enhanced webcasting (ePresence)
allowing seamless collab across gaps
copresent + remote
sync + asyncronous
bridging gap between creator + user
supporting extensibility
squeak
collab. between artists + scientists
beauty of collaboration, what about the agony of collab?
socially adept computing
trust as a central aspect of society.
Advance Collaborative Environments
next gen. collaborative env.
self setup
continuosl adaptation
help to build communitites
facilitate interactions
location + device independant
rationale
current state of the art is slow, complicated, not very clever, boring, geeky, etc (but its the best we've got!)
improve stte of the art
quality of expereince
best possible regardless (based on) task, context, location, equipment, etc
consistently monitor to determine if adaptaion is required
minimum of interference from the system (sucessful when close to invisible)
socity, collaboration and the small world problem
possible lack of info. re: activities, capaabilities, interests, what/when/where in a network
(ACORN) mobile agents to share social knowledge
SociaDesk
multi person table based display, attimpting to accomodate people in the eqn.
Red Handed hand interaction, gesture recog., person identification
Table Manners
arch. for person2person collab. support
private, personal, group and world based info handling
non verbal communicaiton support
goal: to think about + design systems which can use profiles of social + cultural behaviour
cultures of collab.
some ppl wont/dont/cant
its not sensible to try force nonsensical, or unwelcome collab. in any circumstance
others who will go to great lengths to wok together
collab. is…
designing for cooperation jonas heide smith http://www.game-research.com
game research
issues
ppl who interact online are faced with cooperation probs (technical, social, UI)
multiplayer gmae designers have been trying to deal with these problems for 20+ yrs
user behaviour is very much a consequence of design
communication and trust
history
MUD (1980), habitat (1985), labmdaMOO (1990), doom (1993), ultima online (1998), everquest (1999+)
what have game designers learnt
ppl cheat is given the posibility (but would rather not be able to. ie: cheat becaue others do)
desingers cannot rely on everybody to do the right thing
gaming is about communication + being social (ppl want strong comm. features)
how to encourage social behaviours
aesthetic level
careful use of metaphor, characterisation, imagery, etc+
“script” the user to make choises based on metaphor
exploit (make use of) conventionalism
structural
users are self centres
individual and colective bahaviour encouragement (discouragement)
persistent identities
user friendly comm. features
repeated interaction (clear group boundaries + “long shadow of the future”)
designing
std. usability principles stil apply, but need to be extended
HCI is mostly based on tech. sci.,
comm + trust is not about signal::noise
“the list”
script the user
gradual priviledge elevation
allow for easy + noisy communication
ensure repeated interaction
credit altruism and/or particular behaviours
to be continued…
and more…
lecture_notes