We presented ioTheatre at University of California as an authoring app for IoT stories.
Sensors will allow IoT storytelling systems to customize stories to audiences based on context, audience behaviors and reactions.
Storytelling with the Internet of Things requires us to think of spaces, objects and audiences/participants all as read/write elements.
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.
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
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.
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
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