Ubiquitous publishing and Ubiquitous Anthropology. The next-step in publishing practices and platforms, united with a research on the possibilities offered by location based technologies and by novel approaches to knowledge dissemination, communication and expression. We (Luca Simeone and Salvatore Iaconesi) presented our research at Frontiers of Interaction V in Rome (June 2009), together with the first two applications and an open call.
Everything starts off from the idea of a contemporary evolution of publishing practices. Technologies, the possibility to create platforms to enable relation, expression and emotion and the availability of tools to share, disseminate and interact on knowledge and cultural productions, are all factors that made us feel the fundamental importance of designing new concepts and practices.
The scenarios described by location-based media, by the possibility to mix and cross the borders across different media, and the infinite spaces created by augmented reality were the influences that shaped our research.
We investigated on how technologies and new forms of interactions with other people and with places, time, architectures and objects would change the ways in which information can be created, communicated, shared and distributed. From an anthropological point of view we asked ourselves where would faces and voices emerge from, the self-expressions and representations of people and of their identities. And we also questioned the destinations for these informations, observing the fluid, mutating scenarios that surround us, with wireless, localized, immaterial, augmented layers of reality stratifying on top of the merely-physical one, creating totally new worlds in which information can become part of bodies, of architectures, of spaces, walls, trees, objects.
Displays, interstices, coordinates, tags And gestures, natural interfaces and moving, walking. Using the body to move through space as in an action of reading. We were truly intrigued by the transofrmation of space, by its augmentation with new narratives, new possibilities for the expression of the multiple voices and points of view that constitute the world.
So we designed our very own interpretaton for the idea of Ubiquitous Publishing. Cross-device, cross-medial, multi-author, emergent narratives.
The first idea was iSee, an application that allows for the creation of narratives on logos and brands. The application allows people to use their mobile phones to extract information directly from logo images: take a picture of your favourite detergent and, if the logo is already part of the collaborative database, you can get information from it.
Logo identifies brand, identifies company.
We suggested some possibilities, showing informations on social responsibility, on environmental policies, on the pollution rates connected to product manufacturing. Products come alive and communicate, in a simple, accessible form of augmented reality in which information is embedded into objects.
The second idea was Ubiquitous Anthropology.
A location-based platform allows for the positioning of the expressions, emotions and perspectives of multiple voices. These can be accessed through mobile technologies directly from the geographical locations, allowing people to experience and come in contact with other’s points of view and ideas.
In this form the world itself becomes “readable”. Reading by crossing spaces and architectures.
Reading other people’s texts, watching the images and videos they captured with their cameras, observing their evolution through time an through relations with other people.
The first application shown on this theme, was created by positioning onto the territory the results of a foundamental research by professor Massimo Canevacci and several students and researchers, who travelled many times to Mato Grosso, Brasil, and performed researches on the Bororo. Videos and images created by the Bororo were positioned onto the geography, thus creating a layer of interpretation of land, events and relations that is not covered in any way by classical media, and that allow us to “read” directly on the territory how the members of these populations interpret their land, the other populations they interact and relate with, their culture.
The system has provided as a incredibly useful tool to communicate these population’s political instances. The Bororo are not represented in Brasil’s institutions, allowing for unlimited exploitation of their lands and people. The possibilities offered by the platforms allowed us to write Bororo’s political instances, their desires and expectations, directly in the “places of power” of Brasil’s government. In Brasilia, several institutional buildings have been tagged with the videos and texts of their political demands, thus creating the only form of institutional presence that is currently allowed and accessible for them. In the idea that giving people the control on media and on their own expression and communication is possibly the only viable way to freedom and auto-determination.
The two examples constitute real applications that will be made available and downloadable online on the FakePress website in just a few days from the date of creation of this post. They are currently being enhanced to form functioning frameworks that can be used for these and other projects.
Some of the application’s content is already available on FakePress, and the full applications for web and iPhone will be available for download in a couple of days.
We are curently promoting the call for participation to the project, stimulating the discussion on the next products to publish with Fake Press.
So, if you have a book, research or other content you are going to publish, and you want so explore with us the possibilities to publish it in these ways, don’t hesitate to contact us.
– below a surreal interview I had to suffer from at the end of the show :) –
xDxD.vs.xDxD June 10th, 2009
Tags: augmented reality, ecology, etnography, fake press, interaction design, location based media, open-ended, shopping narratives, social responsibility, ubiquitous anthropology, ubiquitous publishing, voices
AOS, Art is Open Source, is an international informal network exploring the mutation of human beings with the wide and ubiquitous accessibility and availability of digital technologies and networks.
We move across arts and sciences, using technology, communication, performance, art and design, to instantiate emotional actions and processes that are able to expose the dynamics of our contemporary world.
We do this in academic, artistic, business and activist domains and, actually, we are focused on moving fluidly among each of these spaces.
Art is Open Source by Salvatore Iaconesi & Oriana Persico is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Based on a work at http://artisopensource.net/.
Permissions beyond the scope of this license may be available at http://artisopensource.net/.