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DIGITAL URBAN LIVING
                    Challenges for Future Internet




Martin Brynskov
brynskov@imv.au.dk
www.digitalurbanliving.dk
Future Internet Assembly, Valencia, April 16, 2010
Aarhus, Denmark
DENMARK
DIGITAL URBAN LIVING
CIVIC COMMUNICATION

MEDIA FAÇADES                                          Civic
                                                    Communication
                                                                                  New Urban Areas



NEW URBAN AREAS            Media façades



CULTURAL HERITAGE
                                      Cultural heritage             Digital art

DIGITAL ART




                            4 years, !7.1 mill. (!2.2 mill. core funding)
                          Danish Council for Strategic Research / KINO
                (Funded by the Danish Ministry of Science & Technology + partners)
PARTNERS & COLLABORATORS
•   Aarhus University, Information & Media Studies, CAVI.dk
•   Danish School of Media & Journalism
•   Aarhus School of Business
•   Aarhus Municipality (business, culture & infrastructure)
• Alexandra Institute A/S
•   Berlingske Media / Mecom
•   AFA JCDecaux
•   Martin, BIG, 3, museums, LEGO
•   BBC Big Screens, Urban Screens...
7
Fastest to 500,000 (4 months)

              8
10
10
LIFE IN GENERAL




Serious stuff        Technology /    Less serious stuff
                    Infrastructure
LIFE IN GENERAL




Serious stuff        Technology /    Less serious stuff
                    Infrastructure
LIFE IN GENERAL




Serious stuff        Technology /    Less serious stuff
                    Infrastructure
LIFE IN GENERAL




Serious stuff        Technology /    Less serious stuff
                    Infrastructure      Important
SEOUL METROPOLITAN AREA
Challenge #1
#1
Create realistic,
desirable visions
An example
Aarhus by Light
Mediating Communities
 & Social Interaction
New Forms of Interaction
Engaging
experiences
LEVELS OF STRUCTURE

       Ludic activity


           Play


          Game




                        Transformative
                        social
                        play

                        Salen & Zimmerman (2005)
30
Challenge #2
#2
Design for »openness«
        24/7
33
34
Tokyo
        36
Kunsthaus Graz   37
MOBILE/PERVASIVE/WEB/CG TECH
•   SMS/MMS
•   (Mobile) web
•   GPS
•   Tags
•   Sensors
•   Actuators
•   Screens
•   ...
STARCATCHER – GPS GAME
PERVASIVE STORYTELLING




Design                      Play




             Show
USE SCENARIOS

• Documenting fun
     • Static pervasive media story
• Challenge and social play
     • Interactive story
• Learning games
     • Interactive story supervised by teacher
                References
                Brynskov, M., & Ludvigsen, M. (2006). “Mock games: a new genre of pervasive play”, Proceedings of the 6th conference on
                Designing Interactive systems, University Park, PA, USA, ACM. [http://doi.acm.org/10.1145/1142405.1142433]

                Brynskov, M. (2006): "Social Construction Kits for Kids: New Models for Game Design in the Era of MySpace and Disney
                Mobile". Journal of Game Development, vol. 2, no. 1, pp. 11-30

                Brynskov, M., Bouvin, N.O. & Christensen, B.G.: "Life is a Stage: An Architecture for Do-It-Yourself Interactive Pervasive
                Play and Learning". Proceedings of CyberGames 2007: Third International Conference on Games Research and
                Development, Manchester Metropolitan University, UK, pp. 171-177.
B
    ET
         A

             B
                 ET
                      A

                          B
                              ET
                                   A

                                       B
                                           ET
                                                A

                                                    B
                                                        ET
                                                             A
The digital layer in the city
       is becoming
the most important layer...




                            Cf. Adam Greenfield
The digital layer in the city
       is becoming
          already
the most important layer...




                            Cf. Adam Greenfield
Most time spent




                            hours/month


           Source: FDIM, January 2009 (all sites)
Challenge #3
#3
Identify new genres,
build new platforms
RESEARCH PROBLEMS/OPPORTUNITIES

• How to evaluate urban interventions
   –   Methods       richer data
   –   Aspects      refine design space explorer
   –   Sensemaking and openness          how to “experience”
   –   Vocabulary (pragmatist, affective, media/communication, STS…)    theory
• Balancing engagement and information       conflict
• Temporal dynamics: short- vs. long-term effects     time
• Tools & frameworks    actually building meta-stuff
   – Design process support (documenting the design process for reflection)
   – Interaction toolboxes (embedded/sensors, camera-based interaction)
Challenge #4
#4
Find the right people
You need
Poets & Plumbers
EXPO 2010
FACADE LIGHT
58
59
60
61
62
63
64
65
66
CLEAN SLATE VS. ORGANIC GROWTH

• IFEZ u-City           • Seoul Metropolitan Area
• Shanghai World EXPO   • Aarhus by Light
Challenge #5
#5
   Organic growth is
harder, more important
CHALLENGES: SUMMARY
•   Create realistic, desirable visions
•   Design for »openness«, 24/7
•   Identify new genres, build new platforms
•   Find the right people – poets & plumbers
•   Organic growth harder, inevitable

•   Civic Communication
•   Media Façades
•   New Urban Areas
•   Digital Heritage
•   Digital Art
THERE ARE MANY »CITIES«

•   Wiki-City         •   Layered City
•   Real-Time City    •   Plugin City
•   Living City       •   Tactical City
•   Augmented City    •   Critical City
•   Sentient City     •   Interface City
•   Smart City (AI)   •   Informational City
•   Hybrid City       •   ...
                          www.martijndewaal.nl
Where’s the Internet?
www.digitalurbanliving.dk
            74
Smart Cities panel


•   Martin Brynskov, Digital Urban Living

•   Peter Ljungstrand, Interactive Institute

•   Malte Behrmann, EU Games Dev Fed

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Martin brynskov future internet assembly - smart cities - valencia

  • 1. DIGITAL URBAN LIVING Challenges for Future Internet Martin Brynskov brynskov@imv.au.dk www.digitalurbanliving.dk Future Internet Assembly, Valencia, April 16, 2010
  • 4. DIGITAL URBAN LIVING CIVIC COMMUNICATION MEDIA FAÇADES Civic Communication New Urban Areas NEW URBAN AREAS Media façades CULTURAL HERITAGE Cultural heritage Digital art DIGITAL ART 4 years, !7.1 mill. (!2.2 mill. core funding) Danish Council for Strategic Research / KINO (Funded by the Danish Ministry of Science & Technology + partners)
  • 5. PARTNERS & COLLABORATORS • Aarhus University, Information & Media Studies, CAVI.dk • Danish School of Media & Journalism • Aarhus School of Business • Aarhus Municipality (business, culture & infrastructure) • Alexandra Institute A/S • Berlingske Media / Mecom • AFA JCDecaux • Martin, BIG, 3, museums, LEGO • BBC Big Screens, Urban Screens...
  • 6.
  • 7. 7
  • 8. Fastest to 500,000 (4 months) 8
  • 9. 10
  • 10. 10
  • 11.
  • 12. LIFE IN GENERAL Serious stuff Technology / Less serious stuff Infrastructure
  • 13. LIFE IN GENERAL Serious stuff Technology / Less serious stuff Infrastructure
  • 14. LIFE IN GENERAL Serious stuff Technology / Less serious stuff Infrastructure
  • 15. LIFE IN GENERAL Serious stuff Technology / Less serious stuff Infrastructure Important
  • 17.
  • 18.
  • 19.
  • 24.
  • 25.
  • 26.
  • 27.
  • 28. Mediating Communities & Social Interaction
  • 29. New Forms of Interaction
  • 31.
  • 32. LEVELS OF STRUCTURE Ludic activity Play Game Transformative social play Salen & Zimmerman (2005)
  • 33. 30
  • 36. 33
  • 37. 34
  • 38.
  • 39. Tokyo 36
  • 41. MOBILE/PERVASIVE/WEB/CG TECH • SMS/MMS • (Mobile) web • GPS • Tags • Sensors • Actuators • Screens • ...
  • 44. USE SCENARIOS • Documenting fun • Static pervasive media story • Challenge and social play • Interactive story • Learning games • Interactive story supervised by teacher References Brynskov, M., & Ludvigsen, M. (2006). “Mock games: a new genre of pervasive play”, Proceedings of the 6th conference on Designing Interactive systems, University Park, PA, USA, ACM. [http://doi.acm.org/10.1145/1142405.1142433] Brynskov, M. (2006): "Social Construction Kits for Kids: New Models for Game Design in the Era of MySpace and Disney Mobile". Journal of Game Development, vol. 2, no. 1, pp. 11-30 Brynskov, M., Bouvin, N.O. & Christensen, B.G.: "Life is a Stage: An Architecture for Do-It-Yourself Interactive Pervasive Play and Learning". Proceedings of CyberGames 2007: Third International Conference on Games Research and Development, Manchester Metropolitan University, UK, pp. 171-177.
  • 45.
  • 46.
  • 47. B ET A B ET A B ET A B ET A B ET A
  • 48. The digital layer in the city is becoming the most important layer... Cf. Adam Greenfield
  • 49. The digital layer in the city is becoming already the most important layer... Cf. Adam Greenfield
  • 50. Most time spent hours/month Source: FDIM, January 2009 (all sites)
  • 53. RESEARCH PROBLEMS/OPPORTUNITIES • How to evaluate urban interventions – Methods richer data – Aspects refine design space explorer – Sensemaking and openness how to “experience” – Vocabulary (pragmatist, affective, media/communication, STS…) theory • Balancing engagement and information conflict • Temporal dynamics: short- vs. long-term effects time • Tools & frameworks actually building meta-stuff – Design process support (documenting the design process for reflection) – Interaction toolboxes (embedded/sensors, camera-based interaction)
  • 56. You need Poets & Plumbers
  • 58.
  • 59.
  • 60.
  • 61.
  • 62. 58
  • 63. 59
  • 64. 60
  • 65. 61
  • 66. 62
  • 67. 63
  • 68. 64
  • 69. 65
  • 70. 66
  • 71.
  • 72. CLEAN SLATE VS. ORGANIC GROWTH • IFEZ u-City • Seoul Metropolitan Area • Shanghai World EXPO • Aarhus by Light
  • 74. #5 Organic growth is harder, more important
  • 75. CHALLENGES: SUMMARY • Create realistic, desirable visions • Design for »openness«, 24/7 • Identify new genres, build new platforms • Find the right people – poets & plumbers • Organic growth harder, inevitable • Civic Communication • Media Façades • New Urban Areas • Digital Heritage • Digital Art
  • 76. THERE ARE MANY »CITIES« • Wiki-City • Layered City • Real-Time City • Plugin City • Living City • Tactical City • Augmented City • Critical City • Sentient City • Interface City • Smart City (AI) • Informational City • Hybrid City • ... www.martijndewaal.nl
  • 79. Smart Cities panel • Martin Brynskov, Digital Urban Living • Peter Ljungstrand, Interactive Institute • Malte Behrmann, EU Games Dev Fed