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Storytelling with the Internet of Things
using the ioTheatre platform
by Vincent Routhier &
Jonathan Bélisle
We are ________ storytellers
DOCUMENT CONFIDENTIEL
Tous droits réservés - SAGA
IOTHEATRE
The first Storytelling engine for smart
environments. A scenography tool
that integrates 60 types of physical
sensors, Web Services and Wearables
that can trigger content on any types
of screens, mobile apps, sound
systems and scenic equipment.
SOUNDSCAPER
A unique sounscape engine for Mobile
Phones that creates geolocalized
audio recordings that create the
sensation of experiencing a particular
acoustic environment. Those
experiences are great for music
exploration, storytelling and context
driven tourism experiences. It adds a
poetic and emotional layers to the
physical space.
WUXIA LE RENARD
The story of Wuxia the Fox come to life
in a physical picture book that
transforms into an interactive
gamebook with the help of a magical
iPad app. Each reading becomes a
thrilling adventure full of twists and
turns that awakens kids and teens to
the joy of reading, exploring, and
creating.
Albert Einstein - 1896
I fear the day that technology will
surpass our human interaction.
The world will have a generation
of idiots.
Dan Saffer - Disciplines of Experience Design
TOOLS FOR THE PROGRAMMABLE DESIGN MEDIUM
• A communication network for things
• Easy connectivity for things to the network
• Simple communication by people with things
• Intuitive rules for interacting with the space
• Immediacy of results
• Means to link interdependent devices and save preferred settings for “scene control”
• “Edit Undo” recovery from mistakes
• Storage for data from the environment
• Analysis tools to understand the data
• A standard structural interface that is part of the architecture and infrastructure
of the interior space
• Simple mechanical attachment for physical objects to the structural interface,
requiring only common hand tools
Convia - Herman Miller
E S PA C E S P U B L I C S E T R É C I T S S I T U É S
I M M E R S I O N
I N T I M I T É H U M A I N E
R E N C O N T R E
I N AT E N D U E
S I G N I F I A N C E A RT & P O É S I E
S O U N D S C A P E S
S É R E N D I P I T É
N A R R AT I V E
Ë T R E
E N
C O N TA C T
E S PA C E S P U B L I C S C O M M E E X P É R I E N C E
B I G D ATA / S Y S T È M E D ’ A P P R E N T I S S A G E
D É M O C R AT I S AT I O N D E
L’ A C C È S
A U X O U T I L S D E
S C É N O G R A P H I E
I N T E R A C T I V E
R É C I T S M O B I L E S
I N T E R C O N N E C TA N T L E S
Q U A RT I E R S
E X P R E S S I O N
C I T O Y E N N E
P R O G R A M M E
T O U R I S T I Q U E
T R A M E
C O M M E R C I A L E
N O U V E A U X
U S A G E S
V I L L E C R É AT I V E
V I L L E I N T E L L I G E N T E
V I L L E D U M O N D E V I L L E O U V E RT E
SMART & PARTICIPATIVE CITIES
DOCUMENT CONFIDENTIEL
Tous droits réservés - SAGA
Creative Cities
Open Cities
Intelligent Cities
World Class Cities
Where do we come from
VISION
A systemic vision of
the Internet of Things
The role of Mythologies, of
cultures, the ecosystem of
dominant and transmedia
narratives, the Human-Machine
interaction Model, Emerging
Behaviors, the Markets in place,
Geopolitical agendas behind
Industrial Infrastructures and
technological platforms,
Sociological & Economical
contexts that can sharpen our
curiosity for science, ecology,
biology and psychology.
It is also about promoting Calm
Computing and human to human
interactions.
Herman Miller - 2008 Report / The Future of Programmable Environments
Design principle no.1
Calm technology is a type of information technology where the interaction between the technology and its user is designed to
occur in the user’s periphery rather than constantly at the center of attention. Information from the technology smoothly shifts to
the user’s attention when needed but otherwise stays calmly in the user’s periphery.
Mark Weiser and John Seely Brown describe calm technology as "that which informs but doesn't demand our focus or
attention." [1]
The use of calm technology is paired with ubiquitous computing as a way to minimize the perceptible invasiveness of
computers in everyday life.
The idea of
Calm Computing
Metaphor 1
Design principle no.2
Usage gives
meaning
Nostalgia
trumps newness
Design principle no.3
A walkable experience where the
user, by his movement in a park
discover each instrument of a
symphonic orchestra
LES JARDINS SYMPHONIQUES
https://www.youtube.com/watch?v=K3hwDvscUt8
A WORLD CREATED BY JONTHAN BELISLE
Why create a book that connects to a board
game that can be both augmented with an iPad
app ?
First the main intention behind the storytelling
experience of Wuxia is to teach children how to
avoid technological enslavement and to learn
creative and disruptive ways to use / control it.
I wanted to encourage my Daugther to
appreciate Slow and Contemplative Lecture
because I observed that she would invent stories
and ways to tell stories faster and with more
imagination.
From birth to 8 years old, children discover the
world mostly thru role-play and gestural
interactions until they fully develop a structured
language.
https://www.youtube.com/watch?v=AXmwf5Fo-84
Re-inventing the public place to
bring back communal interactions
and give them back the control of
their public space.
TECHNOCULTURE PUBLIC PLACE
video ptc
DOCUMENT CONFIDENTIEL
Tous droits réservés - SAGA
Services Ecosystems
Experiential Domotics & Library of
Connected Objects
App Development Tool
Web, Mobile, Hooks, Deep Learning
Algorythms & IoT applications
Experience Management System
Content Management System, Participant Profiles,
Scenographic Map, Analytics Dashboard
Show Control
Tools to design & develop immersive
audio-visual applications & performative
environments
One interface to manage mobile
applications, media content, smart
spaces, smart objects & scenic
equipments.
ioTheatre.co - The Scenographer
DOCUMENT CONFIDENTIEL
Tous droits réservés - SAGA
A four stations interactive
journey to find and bring back
the lost spirit of Christmas
LUMA
https://www.youtube.com/watch?v=YmIdJeNaHGY
Augmented Trial Room, Intelligent Point of
Sale, Hyper Personalized Contextual
Display, Emotional + Behavioral Analytics
Solutions for Retail
DOCUMENT CONFIDENTIEL
Tous droits réservés - SAGA
Tangible Learning
Objects, Continuous
Speech Recognition,
experiential domotics,
School of the Future
Salle multimodale
DOCUMENT CONFIDENTIEL
Tous droits réservés - SAGA
DOCUMENT CONFIDENTIEL
Tous droits réservés - SAGA
DOCUMENT CONFIDENTIEL
Tous droits réservés - SAGA
School of the Future
Gymnasium
DOCUMENT CONFIDENTIEL
Tous droits réservés - SAGA
School of the Future
Library
Applying ambient
narratives & interactions
on a territory or
Tourism & Connected
Public Spaces
DOCUMENT CONFIDENTIEL
Tous droits réservés - SAGA
A dashboard exposing collection of
environmental, behavioral, emotional
and transactional data observed in one
or more locations (including
interactions between people and
objects).
Real-Time analysis of
Collected Data
DOCUMENT CONFIDENTIEL
Tous droits réservés - SAGA
IMAGINE
An applied
innovation
methodology

CARD GAME
DECK
Mental Models
Participant Profiles
Collection System
Token System
World System
Story Making vocabulary for Programmable Space
Intentions / Attitudes / Class / Levels / Characters Match / Language Levels
ID / Attention Levels / Interests / Emotional Signatures / Geolocalized Behaviors
Assets captured - Found / Products used - Needed / Services Used / Next Upgrade
Transactional Value / Access Levels
Accessible locations / Influence of presence / Time Zones / Weather Cycles /
Sensors & Mediums usages and states
Thank you for you attention
Now let’s play
Jonathan Bélisle
jonathan@sagaworld.ca
Vincent Routhier
vincent@sagaworld.ca

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ioTheatre Workshop - University of California in Los Angeles - June 2015

  • 1. Storytelling with the Internet of Things using the ioTheatre platform by Vincent Routhier & Jonathan Bélisle
  • 2. We are ________ storytellers DOCUMENT CONFIDENTIEL Tous droits réservés - SAGA
  • 3. IOTHEATRE The first Storytelling engine for smart environments. A scenography tool that integrates 60 types of physical sensors, Web Services and Wearables that can trigger content on any types of screens, mobile apps, sound systems and scenic equipment. SOUNDSCAPER A unique sounscape engine for Mobile Phones that creates geolocalized audio recordings that create the sensation of experiencing a particular acoustic environment. Those experiences are great for music exploration, storytelling and context driven tourism experiences. It adds a poetic and emotional layers to the physical space. WUXIA LE RENARD The story of Wuxia the Fox come to life in a physical picture book that transforms into an interactive gamebook with the help of a magical iPad app. Each reading becomes a thrilling adventure full of twists and turns that awakens kids and teens to the joy of reading, exploring, and creating.
  • 4. Albert Einstein - 1896 I fear the day that technology will surpass our human interaction. The world will have a generation of idiots.
  • 5.
  • 6. Dan Saffer - Disciplines of Experience Design
  • 7.
  • 8. TOOLS FOR THE PROGRAMMABLE DESIGN MEDIUM • A communication network for things • Easy connectivity for things to the network • Simple communication by people with things • Intuitive rules for interacting with the space • Immediacy of results • Means to link interdependent devices and save preferred settings for “scene control” • “Edit Undo” recovery from mistakes • Storage for data from the environment • Analysis tools to understand the data • A standard structural interface that is part of the architecture and infrastructure of the interior space • Simple mechanical attachment for physical objects to the structural interface, requiring only common hand tools Convia - Herman Miller
  • 9.
  • 10. E S PA C E S P U B L I C S E T R É C I T S S I T U É S I M M E R S I O N I N T I M I T É H U M A I N E R E N C O N T R E I N AT E N D U E S I G N I F I A N C E A RT & P O É S I E S O U N D S C A P E S S É R E N D I P I T É N A R R AT I V E Ë T R E E N C O N TA C T E S PA C E S P U B L I C S C O M M E E X P É R I E N C E B I G D ATA / S Y S T È M E D ’ A P P R E N T I S S A G E D É M O C R AT I S AT I O N D E L’ A C C È S A U X O U T I L S D E S C É N O G R A P H I E I N T E R A C T I V E R É C I T S M O B I L E S I N T E R C O N N E C TA N T L E S Q U A RT I E R S E X P R E S S I O N C I T O Y E N N E P R O G R A M M E T O U R I S T I Q U E T R A M E C O M M E R C I A L E N O U V E A U X U S A G E S V I L L E C R É AT I V E V I L L E I N T E L L I G E N T E V I L L E D U M O N D E V I L L E O U V E RT E SMART & PARTICIPATIVE CITIES DOCUMENT CONFIDENTIEL Tous droits réservés - SAGA Creative Cities Open Cities Intelligent Cities World Class Cities
  • 11. Where do we come from VISION A systemic vision of the Internet of Things The role of Mythologies, of cultures, the ecosystem of dominant and transmedia narratives, the Human-Machine interaction Model, Emerging Behaviors, the Markets in place, Geopolitical agendas behind Industrial Infrastructures and technological platforms, Sociological & Economical contexts that can sharpen our curiosity for science, ecology, biology and psychology. It is also about promoting Calm Computing and human to human interactions.
  • 12. Herman Miller - 2008 Report / The Future of Programmable Environments
  • 13. Design principle no.1 Calm technology is a type of information technology where the interaction between the technology and its user is designed to occur in the user’s periphery rather than constantly at the center of attention. Information from the technology smoothly shifts to the user’s attention when needed but otherwise stays calmly in the user’s periphery. Mark Weiser and John Seely Brown describe calm technology as "that which informs but doesn't demand our focus or attention." [1] The use of calm technology is paired with ubiquitous computing as a way to minimize the perceptible invasiveness of computers in everyday life. The idea of Calm Computing
  • 14. Metaphor 1 Design principle no.2 Usage gives meaning
  • 16. A walkable experience where the user, by his movement in a park discover each instrument of a symphonic orchestra LES JARDINS SYMPHONIQUES
  • 18. A WORLD CREATED BY JONTHAN BELISLE
  • 19. Why create a book that connects to a board game that can be both augmented with an iPad app ? First the main intention behind the storytelling experience of Wuxia is to teach children how to avoid technological enslavement and to learn creative and disruptive ways to use / control it. I wanted to encourage my Daugther to appreciate Slow and Contemplative Lecture because I observed that she would invent stories and ways to tell stories faster and with more imagination. From birth to 8 years old, children discover the world mostly thru role-play and gestural interactions until they fully develop a structured language.
  • 21. Re-inventing the public place to bring back communal interactions and give them back the control of their public space. TECHNOCULTURE PUBLIC PLACE
  • 23.
  • 24.
  • 25.
  • 26. DOCUMENT CONFIDENTIEL Tous droits réservés - SAGA Services Ecosystems Experiential Domotics & Library of Connected Objects App Development Tool Web, Mobile, Hooks, Deep Learning Algorythms & IoT applications Experience Management System Content Management System, Participant Profiles, Scenographic Map, Analytics Dashboard Show Control Tools to design & develop immersive audio-visual applications & performative environments
  • 27. One interface to manage mobile applications, media content, smart spaces, smart objects & scenic equipments. ioTheatre.co - The Scenographer DOCUMENT CONFIDENTIEL Tous droits réservés - SAGA
  • 28. A four stations interactive journey to find and bring back the lost spirit of Christmas LUMA
  • 30. Augmented Trial Room, Intelligent Point of Sale, Hyper Personalized Contextual Display, Emotional + Behavioral Analytics Solutions for Retail DOCUMENT CONFIDENTIEL Tous droits réservés - SAGA
  • 31. Tangible Learning Objects, Continuous Speech Recognition, experiential domotics, School of the Future Salle multimodale DOCUMENT CONFIDENTIEL Tous droits réservés - SAGA
  • 33. DOCUMENT CONFIDENTIEL Tous droits réservés - SAGA School of the Future Gymnasium
  • 34. DOCUMENT CONFIDENTIEL Tous droits réservés - SAGA School of the Future Library
  • 35. Applying ambient narratives & interactions on a territory or Tourism & Connected Public Spaces
  • 36. DOCUMENT CONFIDENTIEL Tous droits réservés - SAGA A dashboard exposing collection of environmental, behavioral, emotional and transactional data observed in one or more locations (including interactions between people and objects). Real-Time analysis of Collected Data
  • 39. Mental Models Participant Profiles Collection System Token System World System Story Making vocabulary for Programmable Space Intentions / Attitudes / Class / Levels / Characters Match / Language Levels ID / Attention Levels / Interests / Emotional Signatures / Geolocalized Behaviors Assets captured - Found / Products used - Needed / Services Used / Next Upgrade Transactional Value / Access Levels Accessible locations / Influence of presence / Time Zones / Weather Cycles / Sensors & Mediums usages and states
  • 40. Thank you for you attention Now let’s play Jonathan Bélisle jonathan@sagaworld.ca Vincent Routhier vincent@sagaworld.ca