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Many
context-aware systems are designed to improve the systems' awareness
of context in order to provide the user with more customized or
appropriate information.Many context aware systems are designed
to improve the system’s awareness of context in order to
provide the user with more customized or appropriate information.
For example, in the art museum environment, context aware portable
guides will sense a visitor’s current location and information
patterns in order to customize information about an art object
that the visitor may be in close proximity with or show a possible
affinity for. |
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The Data as Art project series looks at how we can turn the priority
of context aware guides around so that instead of focusing on
making the system more aware of context, the designs are oriented
to making people more aware of context. In the case of the museum
example, we are providing information such as patterns and preferences
of visitor behavior back to visitors in unique ways positioning
this information not just as input data to a system but as output
‘art’ for visitor reflection. In this way, visitors
are encouraged to reflect on their movement through a social physical
space as opposed to just reflection on the art objects on display.
We are currently developing new sensor based projects for displaying
context information back to people in public spaces in evocative
ways. This research is now a collaborative effort between the
HCI group, the Wireless Networking group in Computer Science,
and the Cornell department of Art.There are two completed projects
at this time in the Data as Art series: Imprints and Birdscapes.
Imprints:
The Imprints installation was designed to leverage a traditional
handheld tour guide in a museum exhibit. In this case, a handheld
tour guide was designed for a traveling exhibit of early 1900’s
American Arts and Crafts from the Byrdcliffe colony in upstate
New York. Visitors could use the tour guide to learn more detailed
information about selected objects on display – such as
how an object was made or stories about the artist’s inspiration.
In addition to information about the art, we created Imprints
to display information about visitors to the exhibit.
When
a visitor checked out a handheld guide, he or she had the opportunity
to make a personal imprint, a digital mark or insignia, that
would be associated with his or her tour. The imprint was likened
to the insignia’s created by many of the Byrdcliffe artists
who would identify their pieces with marks such as a dragonfly
or a lily. Visitors used a java-based application on a Tablet
PC to select a background pattern from the Byrdcliffe collection
and then use a calligraphy pen to embellish this pattern with
their personal mark. Some visitors chose a background pattern
of an empty picture frame and then used the calligraphy pen
to create a personally meaningful symbol such as an apple (created
by a teacher) or a bat (created by a caver). Other people chose
more decorative patterns, such as a dragonfly imprint, and then
used the pen to personalize their mark by accentuating the background
pattern or adding their initials to it. Once a mark was created,
when a visitor started the tour, this imprint would be automatically
left behind with each object visited. Therefore, one of the
questions visitors could ask about an object was: “Who
else visited this object?” to see a display of all the
collected imprints. This feature gave visitors an immediate
impression of how many people visited the object before them
giving a sense of both an object’s popularity and the
presence of people and their individual acts of expression in
the museum. In addition to providing the information on the
handheld guides by object, we collected all of the imprints
and displayed them in a photomosaic that was projected on the
gallery wall. The photomosaic was designed to be a form of collective
expression, reflecting the range of marks left behind by visitors.

“I went to a particular piece of artwork that I really liked and thought, 'I wonder who else has been here to look at this?' Maybe I could see a pattern…or recognize a kindred spirit.” (female, 48 yrs old)
“A museum is usually a very solitary experience,so the notion that someone was here before you, I really like that." (female, 30 yrs old)
“I went to one object with four other imprints, and I thought ‘mine is better than theirs’.” (male, 60 yrs old)
Participants: Kirsten Boehner, Geri
Gay, Helene Hembrooke, Jennifer Thom-Santelli, Angela Zoss,
Tucker Barrett, Justin Hall, Kiyo Kubo (from Spotlight
Mobile, Inc.)
Birdscape:
The Birdscape installation is also a project within the Data
as Art series created in collaboration with Professor Xiaowen
Chen in the Cornell Art Department. Birdscape is a sensor-based
system designed to cause reflection on visitor presence and
the boundaries of the museum environment. We installed Birdscape
in the Johnson Art Museum’s Asia Gallery – a space
surrounded on all sides by windows with a view across the hills
of Ithaca and Cayuga lake. As a gallery with many pieces in
it honoring nature and with the dramatic view outdoors, we felt
the metaphor of birds would be an appropriate representation
of visitor activity information. The system consisted of 4 PIR
motion detection sensors attached to speakers in the corners
of the gallery. Each sensor would log and record information
on the amount of activity within its range. If no activity occurred
for a period of time, quiet bird sounds would emanate from the
attached speaker. If a visitor is drawn into this space, then
the birds metaphorically fly away. The bird sounds map to an
absence of activity, ideally drawing visitors to undiscovered
parts of the gallery while at the same time causing reflection
on the boundary between the indoors and the outdoors.
Participants: Kirsten Boehner, Geri
Gay, Helene Hembrooke, Phoebe Sengers, Xiaowen Chen, Eugene
Medynskiy, Eric Lee, and Arun Israel.
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| Publications
Boehner, K., Gay, G., and Hembrooke,
H. (2005). Designing for a Sense of Place: Imprints of Presence.
For the Creating a Sense of Presence in Hybrid Spaces Panel at
the 11th International Conference on Human Computer Interaction,
July 22-27, Las Vegas, NV, USA.
Boehner, K., Sengers, P., & G. Gay. (2005). Affective Presence
in Museums: Ambient Systems for Creative Expression. Journal of
Digital Creativity. 16(2), 79-89.
Boehner,
K., Thom-Santelli, J., Zoss, A., Gay, G., Hall, J., & T. Barrett.
(2005). Imprints of Place: Creative Expressions of the Museum
Experience. Extended Abstract Proceedings of CHI 2005. Portland,
OR. ACM Press.
Boehner,
K., Thom-Santelli, J., Gay, G., Sengers, P., & J. Hancock.
(2005). Treading Uncommon Ground: Designing for New Shared Experiences
through Appropriation. Designing for Community Appropriation Workshop.
Computer Human Interaction Conference, April 2-7, Portland OR,
USA.
Boehner,
K., Sengers, P., Medynskiy E., & Gay, G. (2005) Opening the
Frame of the Museum: Technology for Art and Tool. Proceedings
of Digital Arts and Culture, December 1-3, Copenhagen, Denmark. |
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