More video! - Mobile Collaborative Video Production

We invent and investigate mobile collaborative live video mixing. A first generation of applications, in this genre, make it possible to broad cast live video streams from various types of use contexts over mobile networks such as 3G ( see for example bambuser.com and qik.com). We explore a second generation of such applications, where professional techniques for collaborative live video editing are made available on mobile platforms. Using networked camera phones, we show how it is possible to mix live concurrent video streams from multiple users for public display on internet and locally. The design space includes adapting these new possibilities, previously only available to professional TV-production teams, to amateurs in various contexts of use. Such situations might include the broadcast of multiple live images of soccer matches by parent or, as demonstrated by the Instant Broadcasting System, to visitors at night clubs, and to visitors of public exhibitions.
For more info go here
2012-04-19
Traveur
Traveur is a social community service for Parkour practitioners; people that do street acrobatics. The tool was developed in collaboration between Mobile Life at Interactive Institute, the performance group Air-Wipp and the company Street Media 7. The tool supports selecting spots for training and uploading videos related to that spot, as well as includes tips on training excercises. It is also a generic community tool with chat and meetup functionalities.
See the Traveur video on Youtube.
2010-05-10
Lega Documentary Video
The Supple project is particularly interested in new evaluation methods in order to understand how our users experience the prototypes we build. The following documentary was commissioned in order to gain an outsiders perspective of our participant's experience with the Lega prototype. It was filmed during our evaluation of the system during the Vårsalongen at the Liljevalchs Art Museum in Stockholm. The documentary was presented to us by Emil Stenberg. You can read more about the Supple Project at http://designingsupplesystems.blogspot.com/
Lega Documentary from mobile life on Vimeo.
2012-04-19
Social Dance Games
In collaboration with Movinto Fun, we developed a set of game concepts for the BodyBug, a playful device that inspires movement. The goal of our project was to develop concepts that inspired social interaction in a group of dancers that all use the BodyBug. Compared to previous studies of BodyBug games, our games inspired players to move more freely and interact with each other in more playful ways. However, the more strict games were perceived as less fun than the games that let people move freely. One of these games, the 'join my move' game, is now included in the commercial version of the BodyBug, the Oriboo.
2010-02-26
Affective Health
The Affective Health system is a mobile application that aims to make people equipped to better cope with stress and stressful situations. It is a tool for visualizing patterns and trends of bodily and contextual information over time. This information is intended to empower users to reflect on their behavior in everyday life. We use biosensors that can pick up on measurements relevant to stress symptoms. The measurements that the sensors pick up on have to mirror users’ bodies in ways that make sense to them, and they should also relate to users living their daily life.
Watch the Affective Health Concept video
http://www.youtube.com/watch?v=4vS7DlunQuE&feature=related
2010-01-11
Instant Broadcasting System
(previously SwarmCam)
Instant Broadcasting System is a mobile broadcasting system that enables users to collaboratively produce, edit and broadcast live video using only mobile phones, a laptop computer and available mobile networks. We demonstrate its use as a VJ system allowing visitor generated video, flexible content selection, communication backchannel and realtime loop editing.
The demo video was shot during design workshops and a live performance by VJ/DJ team Instructions at Mobile Life Open House, March 4th 2009.
2009-05-06
Affective Diary
Affective Diary is a digital diary application. Using a mobile phone, a bio sensor armband and a tablet PC the diary collects the data you produce in you daily life, displaying them on a timeline to visualise your day. This helps the user link daily events and bodily experiences, facilitating our interpretations and reflections on those. In the diary you can organise and comment upon the recorded data, thereby creating your own stories and reflections; your own understanding of what is going on in your life. Affective Diary is a digital diary application. Using a mobile phone and a bio sensor armband the diary collects the data you produce in you daily life, displaying them on a timeline to visualise your day using a tablet PC. This helps the user link daily events and bodily experiences, facilitating our interpretations and reflections on those. In the diary you can organise and comment upon the recorded data, thereby creating your own stories and reflections; your own understanding of what is going on in your life.
2012-04-19
The Creator
"The Creator" is a tool that supports developing, staging and game-mastering pervasive games. It has been evaluated commercially by Company P in two projects: "The truth about Marika" and "Conspiracy for Good".
2009-11-25
Panel discussion at the Open House March 2009
The theme of the Open House 2009 was Mobile Glasnost.
On this theme Lars Erik Holmquist led a panel discussion with representatives from the telecom industry.
From the programme:
Mobile services have been stuck in a winter, closely guarded by specialized engineers and proprietary business models. Now, the ice is melting - operators, device manufacturers and infrastructure providers are opening up their walled gardens, telling their most valuable secrets and sharing opportunities with the masses. Or are they? We have invited experts from the Mobile Life industry partners to discuss the reasons why this is happening and the risk and benefits involved.
Moderator: Professor Lars Erik Holmquist. In the panel: Martin Vendel, Squace, Troed Sångberg, Sony Ericsson, Martin Körling, Ericsson, Johan Wickman, TeliaSonera.
See Troed Sångbergs YouTube clip from the panel discussion
2009-03-03
Finding your friends on the subway
In the Mobile 2.0 project, Nicolas Belloni has developed a service that helps you locate friends when you are travelling on the same subway line to work. To work on as many phones as possible, the Subway Friend Finder uses self-reported location and a simple web interface to indicate if you are in the same car as anyone you know. The Friend Finder will be presented as a Work-in-Progress poster at CHI 2009 in Boston, the annual ACM SIGCHI conference on Computer-Human Interaction.
Below, you can see Nicolas give a short demonstration of the service!
2009-03-03
Geo Chat: Talking to people based on location
With the GeoChat Java application, developed by Mattias Rost in the Mobile 2.0 project together with Sony Ericsson, you can open up chat rooms based on where are located - or where you want to be! Using the built-in map, you can open up "chat rooms" anywhere in the world. Want to ask about the temeprature in Bangkok, hear about a Formula One race in Moncao, or discuss the best places to eat in the nearest galleria? Your phone's positioning system can place you in the middle of the action, or you can enter into a chat on the other side of the globe.
Here, you can see Mattias give a short demonstration of the system.
2012-04-19
The Babylon Evaluation tool
Pervasive and location-based games are played in the real world, rather than on the screen of a computer or mobile device. This makes them difficult to study. Since players move around it is difficult to observe them, while at the same time many of the central game activities cannot be monitored simply through logs of device interaction. Babylon is a tool that allow players to record their subjective experiences during an ongoing game. The user interface runs as an IPhone application, and the phone is intended to be worn strapped-on to the players' arm. There is also a web interface that is used by evaluators, that monitors an ongoing game as well as functions as a post-game review tool.
The tool has been tested in two games: the pervasive game Interference, and an externally produced larp production.

2010-02-26
Affective Health
2010-01-11
Instant Broadcasting System
2009-05-06
Affective Diary
2009-03-04
Panel discussion at the Open House March 2009
2009-03-03
Finding your friends on the subway