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10 DECEMBER 2012

Plug and play: the 'new purpose' of physical consumer space

"an effective physical connection is still absolutely imperative to brand success. Rather than assuming that the physical space is being hindered by the growth of digital activity, brands and designers are beginning to embrace the newer channels where consumers are choosing to spend their time and deliver a physical environment that adds value around these. Get the basic understanding of the 'new purpose' of the physical space right and the physical manifestation of the design will boom from there.

The key is to design interiors that can respond and morph with social and cultural shifts, so that the spaces become a form of 'cultural commentary', adding value to the popular activities of today's audiences. Above all, interior design must be approached in a way that ensures that the brand communicates a relevant message through this critical channel. This can be achieved by considering and responding to three key topics: cultural relevance, social context and technology integration."

(Lucy Johnston, Design Week)

Fig. "The Anthropologist", iloveretail.com

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activity and consumption • added valueadded value through design • always connected • audience • brand concepts • brand success • brands • buying online • colourways • communication channel • concrete space • consumer culture • consumer experience • consumers • cultural commentary • cultural relevance • cultural shifts • design features • design interiors • digital activity • digital designdigital worlddwell timeeffective brand spaceexperience designgraphic designinterior design • Lucy Johnston • new purpose of the physical space • personal freedom • physical connection • physical consumer spacephysical environment • physical manifestation • physical retail spacephysical space • plug and play • popular activities • print design • relevant messages • respond and morph • social context • social shifts • solid space • spacesspatial designsuccessful brand spacetechnology integrationvirtual world

CONTRIBUTOR

Simon Perkins
18 JUNE 2011

MediaArtTube Exhibition 1.0: Biofeedback Art

"Biofeedback art is recently emerged interactive art form which applies technologies to capture biological changes of the body and create an artistic meaning through them. Biofeedback interfaces measures EEG, galvanic skin response, facial analysis, temperature analysis, eye-tracking or hearth rate in order to monitor the users bio-philosophical and produce a dynamic psychological/behavioural/emotion-based analysis of the person. The artistic meaning production based on the applications of these qualities which often deals with embodiment, enaction, body awareness, immersion or active/passive bodily engagement. There are a variety of tools can be used by artists which are usually divided to contact (for example EEG) or non-contact (facial analysis through camera). The MediaArtTube Exhibition 1.0 presents a collection of engaging art works and experiments in this hot topic of media art."

(MediaArtTube)

Fig.1 Brainloop interactive performance platform http://www.aksioma.org/brainloop/index.html

Fig.2 Yasushi Noguchi, Hideyuki Ando - Watch Me!, eye-responsive Installation 2009 http://r-dimension.xsrv.jp/projects_e/watch_me/

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actuators • affective art • affective computing • affective environment • applied researchArs Electronica • art works • behavioural analysis • bio art • bio-philosophical analysis • bio-sensors • biofeedback • biofeedback art • biofeedback interfaces • biological changes • blood volume pressure • bodily engagementbodybody awareness • body data • brain • cognitive-based concept • communication devicecomputer interfaceconvergencecorrelative analogue • creative technology • data visualisationdevicedigital art • EEG • electroencephalography • electronic art • embodied interaction • embodimentemotion research • emotion-based analysis • erotic ambiguity • external world • eye-tracking • facial analysis • galvanic skin response • graphic representationHCI • heartbeat • hearth rate monitor • humidity • hybrid art • immersioninformation aestheticsinteraction designinteractive art • interactive media art • interactive performanceinteractive visualisationinterface artinterface designkinetic artman machinemeasurementmedia art • MediaArtTube • micro-bio-electrochemical systems • micro-electromechanical • mobile phonenew media artpsychological analysispulse • responsive environment • robotrobot artscreen-based interface • skin conductivity • smell • stroke • sweat • tangible biofeedback • tangible interface • technology-based art • temperature analysis • tickle • time-based art • ventilators • vibrationvibratorvirtual realityvirtual worldvisualisation

CONTRIBUTOR

Simon Perkins
30 MAY 2010

The Internet of Things: What is a Spime and why is it useful?

"World-renowned Science Fiction writer and futurist Bruce Sterling will outline his ideas for SPIMES, a form of ubiquitous computing that gives smarts and 'searchabiliity' to even the most mundane of physical products. Imagine losing your car keys and being able to search for them with Google Earth. This same paradigm will find you "wrangling" with product-lifecycle- management systems that do for physical objects what the iPod has done for music. These and other radical ideas are delivered in Sterling's latest book`Shaping Things'. This concise book was written to inspire designers to visualize radical scenarios connecting information technology and sustainability in a new ecology of artifacts. Sterling suggests new connections between the virtual world and the physical world that will have you rethinking many of your assumptions about how we relate to products. He will be joined by Scott Klinker, 3-D Designer-in-Residence at Cranbrook Academy of Art in Bloomfield Hills, MI who leads a graduate design program known for giving form to experimental cultural ideas. Klinker's own design work focuses on digital customization as industry shifts from mass production toward niche production in a networked society. The presentation will include an invitation for Sterlling and Klinker/ Cranbrook to team-up with Google to create a short documentary film that would portray a speculative future of life with SPIMES. Distributed online, this short film would convey the look and feel of SPIME scenarios as a provocation for widespread industry discussion about the new potentials of ubiquitous, ambient, searchable, geolocative products."

(Google Tech Talks, 30 April 2007)

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2007ambientBruce Sterling • Cranbrook • Cranbrook Academy of Art • digital customisation • distributed online • experimental cultural ideas • geolocative products • Google EarthGoogle Inc • industry shifts • information technologyinternet of thingsiPod • management systems • mass productionnetworked societynew connections • new ecology of artefacts • niche production • physical objectsphysical world • product-lifecycle • radical scenarios • sci-fi • Scott Klinker • searchabiliity • searchable • Shaping Things • speculative future • SPIMESsustainabilityubiquitousubiquitous computingvirtual world

CONTRIBUTOR

Simon Perkins
23 NOVEMBER 2009

Intertextual Enterprises: Writing Alternative Places and Meanings in the Media Mixed Networks of Yugioh

"The media mix of Pokemon, and subsequent series such as Digimon and Yugioh, create a virtual world that manifests in multiple media forms, and though which consumers can craft their own narrative trajectories through play with video and card games (Allison 2002; Tobin 2004a). This is a networked world of expanding reference that destabilizes the prior orthodoxy of children's media (Tobin 2004a). Rather than spoon-feed stabilized narratives and heroes to a supposedly passive audience, Pokemon and Yugioh invite children to collect, acquire, recombine, and enact stories within their peer networks, trading cards, information, and monsters (Buckingham and Sefton-Green 2004; Yano 2004) in what Sefton-Green has called a 'knowledge industry' (Sefton-Green 2004, 151). These media mixes challenge our ideas of childhood agency and the passivity of media consumption, highlighting the active, entrepreneurial, and technologized aspects of children's engagement with popular culture. They also create a proliferating set of contact points between practice, media, and imaginings, as players perform and identify with media characters in multiple and often unexpected ways.

An early draft of a paper published in Debbora Battaglia Ed. Encountering the Extraterrestrial: Anthropology in Outerspaces. Duke University Press. 2005. This paper was first presented at the 2002 meetings of the American Anthropological Association"

(Mimi Ito)

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2005 • alternative places • card games • childhood agency • childrens media • collaborationcollectcommunityconsumersDigimondigital culture • enact • engagemententrepreneurshipgamesheroesimaginingsinteraction • intertextual • knowledge industry • media characters • media consumption • media mix • Mimi Itomonster • narrative trajectories • narrativesnetworked worldorthodoxy • passive audience • peer networks • play • players • Pokemonpopular culture • recombine • social interaction • stabilisation • story • technologised • trading cardsvideovirtual worldYugioh

CONTRIBUTOR

Simon Perkins
11 OCTOBER 2008

newish media: SCOOT GAME

[SCOOT is a LBG/ARG for families to play together… but essentially it is aimed at the kids.
The game is called SCOOT and we have designed it for public places and museums… as a way to introduce everyday places as both a muse for storytelling and a stage for adventure… as well as to demonstrate to kids that basic mobile phone services can be used creatively.]

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CONTRIBUTOR

Debra Polson
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